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	<id>https://cm-ss13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Frankwater0522</id>
	<title>CM-SS13 - Wiki - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://cm-ss13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Frankwater0522"/>
	<link rel="alternate" type="text/html" href="https://cm-ss13.com/wiki/Special:Contributions/Frankwater0522"/>
	<updated>2026-04-10T14:27:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:UA_725-D_Sniper_Sentry_Consolidated&amp;diff=24231</id>
		<title>Template:UA 725-D Sniper Sentry Consolidated</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:UA_725-D_Sniper_Sentry_Consolidated&amp;diff=24231"/>
		<updated>2022-12-19T20:05:34Z</updated>

		<summary type="html">&lt;p&gt;Frankwater0522: Updated Sniper sentries with new values from https://github.com/cmss13-devs/cmss13/pull/1951&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firerate&#039;&#039;&#039;: 38 RPM&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Accuracy&#039;&#039;&#039;: 32&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 10 Tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M30_Ammo_Drum.png]]&lt;br /&gt;
&#039;&#039;&#039;M30 Ammo Drum (10x28mm Caseless)&#039;&#039;&#039;&lt;br /&gt;
 |width=120|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 500&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 36&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
|Contains five hundred (500) 10x28 caseless rounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the sentry gun in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the sentry gun to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.&lt;br /&gt;
&amp;lt;!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). --&amp;gt;&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.  (Must be above 50% health).&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
[[Category:Defences]]&lt;/div&gt;</summary>
		<author><name>Frankwater0522</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:Sentry_Upgrades&amp;diff=24230</id>
		<title>Template:Sentry Upgrades</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:Sentry_Upgrades&amp;diff=24230"/>
		<updated>2022-12-19T20:03:52Z</updated>

		<summary type="html">&lt;p&gt;Frankwater0522: Updated Sniper and plasma sentries with new values from https://github.com/cmss13-devs/cmss13/pull/1951&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Handheld Defense Upgrades:&#039;&#039;&#039;&lt;br /&gt;
 |style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 512-M Mini-Sentry}}[[File:sentry_mini.png|64px]]&lt;br /&gt;
[[#UA 512-M Mini-Sentry|&#039;&#039;&#039;UA 512-M Mini-Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Mini-Sentry Gun is the smaller brother of the normal one. It automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. &lt;br /&gt;
&lt;br /&gt;
The mini-sentry has a 135 degree firing arc, 5 tile range and a rapid fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA 512-M Mini-Sentry Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 12 Shotgun Sentry}}[[File:sentry_shotgun.png|64px]]&lt;br /&gt;
[[#UA 12 Shotgun Sentry|&#039;&#039;&#039;UA 12 Shotgun Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Shotgun Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Its short range however leads to it being a very close range sentry gun.&lt;br /&gt;
&lt;br /&gt;
The shotgun sentry has a 135 degree firing arc, 2 tile range and a low fire rate. Has 50 buckshot shells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA 12 Shotgun Sentry Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 725-D Sniper Sentry}}[[File:sentry_dmr.png|64px]]&lt;br /&gt;
[[#UA 725-D Sniper Sentry|&#039;&#039;&#039;UA 725-D Sniper Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Sniper Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. Its longer range allows it to cover long flanks without the need for marine presence to back it up.&lt;br /&gt;
&lt;br /&gt;
The sniper sentry has a 135 degree firing arc, 10 tile range and a low fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
{{UA 725-D Sniper Sentry Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 55-FA Assault Sentry Flamer}}[[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 55-FA Assault Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel but burns up faster.&lt;br /&gt;
&lt;br /&gt;
{{UA 55-FA Flamer Assault Sentry Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 45-FM mini sentry}}[[File:sentry_flamer_mini.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 45-FM mini sentry&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Mini Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slightly faster fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 45-FM Mini Sentry Consolidated}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 60-FP Plasma Sentry}}[[File:sentry_plasma.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 60-FP Plasma Sentry&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The Plasma Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the phosphorus that lingers doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
The flamethrower sentry has a 135 degree firing arc, 10 tile range and a very slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 60-FP Plasma Sentry Consolidated}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|21S Overclocked Tesla Coil}} [[File:tesla_stun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Overclocked Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
This one is overclocked, which will deliver a much stronger zap, stunning as well as temporarily disabling their actions and abilities.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|25S Mini Tesla Coil}} [[File:tesla_mini.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;25S Mini Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
This one is weaker which will deliver a much weaker zap but recharges faster and only slows down the targets.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Bell-Tower.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;R-1NG motion detector bell tower&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A tactical advanced version of a normal alarm. Designed with a motion tracker that pings every time someone steps into range of it. It has a 14 tile range, meaning anything near to it will trigger a motion ping. Once triggered, the hostile that triggers it will be slowed down for a short duration.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Bell-Tower.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;R-1NG cloaked detector bell tower&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A tactical advanced version of a normal alarm. Designed to trigger an old instinct ingrained in humans when they hear a wake-up alarm, for fast response. It has a 7 tile range, meaning anything near to it will trigger the alarm. Once triggered, the hostile that triggers it will be slowed down for a short duration. Though if the same hostile enters the range again, they won&#039;t trigger it. It will only trigger when a different hostile entity enters the bell tower&#039;s range.&lt;br /&gt;
&lt;br /&gt;
This version is cloaked an will allow anyone to walk over it.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:banner_extended.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Extended JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 11x11 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:defence_flag_warbanner.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Warbanner JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Move, Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Disabled for now&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Rtobackpack.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Frame &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Allows the JIMA flag to be added to a backpack for mobile buffs to nearby marines.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Frankwater0522</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:UA_725-D_Sniper_Sentry_Consolidated&amp;diff=24229</id>
		<title>Template:UA 725-D Sniper Sentry Consolidated</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:UA_725-D_Sniper_Sentry_Consolidated&amp;diff=24229"/>
		<updated>2022-12-19T20:03:28Z</updated>

		<summary type="html">&lt;p&gt;Frankwater0522: Updated Sniper sentries with new values from https://github.com/cmss13-devs/cmss13/pull/1951&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firerate&#039;&#039;&#039;: 38 RPM&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Accuracy&#039;&#039;&#039;: 27&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 10 Tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M30_Ammo_Drum.png]]&lt;br /&gt;
&#039;&#039;&#039;M30 Ammo Drum (10x28mm Caseless)&#039;&#039;&#039;&lt;br /&gt;
 |width=120|&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: 500&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: 60&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Max Range&#039;&#039;&#039;: 22&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fall off&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetration&#039;&#039;&#039;: 36&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Punch&#039;&#039;&#039;: 0&lt;br /&gt;
&lt;br /&gt;
|Contains five hundred (500) 10x28 caseless rounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the sentry gun in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the sentry gun to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.&lt;br /&gt;
&amp;lt;!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). --&amp;gt;&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.  (Must be above 50% health).&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
[[Category:Defences]]&lt;/div&gt;</summary>
		<author><name>Frankwater0522</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Template:UA_60-FP_Plasma_Sentry_Consolidated&amp;diff=24228</id>
		<title>Template:UA 60-FP Plasma Sentry Consolidated</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Template:UA_60-FP_Plasma_Sentry_Consolidated&amp;diff=24228"/>
		<updated>2022-12-19T19:59:37Z</updated>

		<summary type="html">&lt;p&gt;Frankwater0522: Updated Plasma sentrie with new values from https://github.com/cmss13-devs/cmss13/pull/1951&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:35%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Stats:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firerate&#039;&#039;&#039;: 8.5 RPM&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base Accuracy&#039;&#039;&#039;: 27&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range:&#039;&#039;&#039; 10 Tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M30_Ammo_Drum.png]]&lt;br /&gt;
&#039;&#039;&#039;Sentry Incinerator Fuel Tank&#039;&#039;&#039;&lt;br /&gt;
 |A fuel tank of compressed Ultra Thick Napthal Fuel, used in the UA 60-FP. Contains 100 units of fuel.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Deployment and Maintenance:&#039;&#039;&#039;&lt;br /&gt;
 |width=150| &#039;&#039;&#039;How To Deploy It:&#039;&#039;&#039;&lt;br /&gt;
* Activate the sentry gun in your hand. The tile in front of your character must be in an open space.&lt;br /&gt;
* Simply click on the sentry gun to turn it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintenance:&#039;&#039;&#039;&lt;br /&gt;
* [[File:Wrench.png|32px]] Wrench for anchoring/unanchoring the sentry, making it moveable.&lt;br /&gt;
&amp;lt;!-- * [[File:Screwdriver.png|32px]] Screwdriver for rotating the sentry (after turning off). --&amp;gt;&lt;br /&gt;
* [[File:Welder.gif|32px]] Welder for repairing.&lt;br /&gt;
* [[File:Multitool.png|32px]] Use the Security Access Tunner (multitool) on the sentry gun to disassemble it for pickup.  (Must be above 50% health).&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
[[Category:Defences]]&lt;/div&gt;</summary>
		<author><name>Frankwater0522</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Alternate_Gamemodes&amp;diff=23967</id>
		<title>Alternate Gamemodes</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Alternate_Gamemodes&amp;diff=23967"/>
		<updated>2022-12-01T05:01:08Z</updated>

		<summary type="html">&lt;p&gt;Frankwater0522: /* Major Areas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
= Admin run events =&lt;br /&gt;
Admin run events are game modes solely driven by the administration team rather than the game itself. They will vary from event to event and will entail an alternative gameplay style to them.&lt;br /&gt;
----&lt;br /&gt;
==Human Versus Human (HVH) == &lt;br /&gt;
The most common custom event would be Human Versus Human. Instead of the usual xenomorphs the marines will be fighting, they will be fighting [[Responders#Hostile_Space_Factions|other human beings]]! Usually the marines will be attacking a stronghold or sturdy fortress with stiff resistance. The Opposing Force will usually have an advantage with multiple defensive weapons at their side. This could range from M56D machine gun emplacements to mortars to defend their stronghold. &lt;br /&gt;
&lt;br /&gt;
=== Possibilities ===&lt;br /&gt;
During HvH its the Marines vs any hostile human faction, most of the time it is usually a UPP stronghold surviving on a planet that the Marines have been tasked with snuffing out. Another option is the CLF, or Colonial Liberation Front. While both are different ideologies, they both have the same task, to survive and destroy.&lt;br /&gt;
&lt;br /&gt;
=== Your Goal ===&lt;br /&gt;
Your goal in HvH is basic, kill the opposing team, same as Xenomorphs but FAR more fast paced. &lt;br /&gt;
&lt;br /&gt;
*For Marines, you have far more resources to dominate the planet with, sitting back and throwing shells from a distance is a better option. &lt;br /&gt;
&lt;br /&gt;
*For the Opposing faction, placing barricades and establishing fallback points with heavy firepower is your best bet, rushing out at the marines is suicide. Sit back and construct flanks behind their lines. &lt;br /&gt;
&lt;br /&gt;
May the best team win!&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
* &#039;&#039;&#039;Do not wear the Opposing Faction&#039;s gear.&#039;&#039;&#039; This means the opposing factions are not permitted in wearing the other faction&#039;s armor or uniform. This is to prevent cheesy tactics being used and to make it clear who the enemy is.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Do not use MP gear planet side to stop the enemy.&#039;&#039;&#039; This gives an unfair advantage and they can be easily taken down with flashbangs, stun batons, etc.&lt;br /&gt;
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== Xenomorphs versus Xenomorphs ==&lt;br /&gt;
&lt;br /&gt;
A new fighting event is the creation of a Xeno vs Xeno all out battle. &lt;br /&gt;
Instead of One Hive fighting the marines, &#039;&#039;&#039;Multiple Hives&#039;&#039;&#039; will fight one another and/or the [[Marines]], it&#039;s a massive war on all sides. Who will reign supreme?&lt;br /&gt;
&lt;br /&gt;
=== Alpha Hive, Beta Hive, Normal Hive, what? ===&lt;br /&gt;
&lt;br /&gt;
Different from the normal Distress Beacon gamemode, Xenos will each start out with several Queens belonging to separate hives in separate locations. Each Queen starts off with several larva. There can be two hives, three hives, or even 4 hives (However the Administrator running it feels). Each hive will look different from the other; the main differences being colour and names, for example, Alpha Hive would be Red and have the Name Alpha in front of the caste type. &lt;br /&gt;
&lt;br /&gt;
=== Your Goal ===&lt;br /&gt;
&lt;br /&gt;
Your goal as a Xenomorph is simple, kill all other Hives and the Marines to reign superior. However there are a few other paths you can take if wanted:&lt;br /&gt;
&lt;br /&gt;
* You can team up with the other hives and eliminate the Marines.&lt;br /&gt;
* You can form a truce with the other hives to work together until the Marines are dead planetside.&lt;br /&gt;
* You can sit back and wait for the other hives to kill each other then swoop in and take control. &lt;br /&gt;
* Or you can just rambo against all other Hives and create a three way battle. &lt;br /&gt;
&lt;br /&gt;
The choices are endless, it’s your Hive, do as you wish with them; lead them to everlasting life. &lt;br /&gt;
&lt;br /&gt;
=== Hives ===&lt;br /&gt;
&lt;br /&gt;
[[Hives]] work the same as before you can plant weeds, construct objects, etc. The only differences are that you cannot heal on other hives&#039; weeds,  and your weeds don’t overlap over one anothers, so you have to destroy other weeds to spread yours. &lt;br /&gt;
&lt;br /&gt;
For example, Beta hives weeds might be blue, whilst yours is normal; you cannot heal on their weeds nor plant or construct over them unless destroyed and your own weeds are planted in lue of theirs. &lt;br /&gt;
&lt;br /&gt;
=== Damage/Attack ===&lt;br /&gt;
&lt;br /&gt;
You may be asking yourself, well can I only slash against the other Xeno’s?&lt;br /&gt;
&lt;br /&gt;
The answer is no. You can use your abilities against any other hive that is not yours, they will deal damage. For example if you’re a [[Boiler]] you can gas any other hive that isn’t yours and deal damage. This rule goes for any other caste and their abilities. Additionally the Queens screech can deal stuns to Xenos of separate hives as well.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Traders==&lt;br /&gt;
Players will be able to utilize the money that they get in their bank accounts when the round starts and procured through other means in purchasing items that may include the following: special weapons, skill pamphlets, medical supplies, ID&#039;s with access that a regular marine is not usually able to get, pouches, special armour and much more.&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*Usually, the person running the event does not like people to attack the shopkeepers and raid the stores. It is recommended to not do this. It is considered &amp;quot;a dick move&amp;quot;&lt;br /&gt;
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==Infiltrator==&lt;br /&gt;
In this event, a single or multiple disguised operatives are placed upon friendly controlled territory and given antagonistic tasks to carry out, they are usually under rule 0, so they may break some rules to successfully accomplish some of their given objectives. However murdering without cause or instruction will be met with punishment. &lt;br /&gt;
&lt;br /&gt;
===Tasks===&lt;br /&gt;
 Note: Some antagonistic tasks could include:&lt;br /&gt;
* Killing a specific person.&lt;br /&gt;
* Breaking a person out of the brig. &lt;br /&gt;
* Stealing secrets or objects from the ship.&lt;br /&gt;
* Sabotaging the operation for another faction&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Changeling==&lt;br /&gt;
Changelings are the masters of deceit and stealth. They are capable of assuming many forms, and some are capable of assuming even non-organic forms. Changelings don&#039;t have actual code, so this is almost entirely admin run. This means that some stuff may take a bit longer to do, but you&#039;ll be able to have a lot more creativity in the event. You can find a more detailed Changeling guide [[Changeling|Here]]&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
*Rule 0 may be applied to both sides under the discretion of the admin who is hosting the event. &lt;br /&gt;
&lt;br /&gt;
*RP is still encouraged, with the primary purpose of improving the round in mind. A hint or warning should be applied when a kidnapping or killing is about to occur (this is up to the discretion of the admin hosting the event). As CM does not natively have any disguised antagonists, making accomplishing such objectives much easier compared to other SS13 servers. The hint or warning can be a slip up during a dialogue with the target, an HC/ARES warning, or a fax to the target.&lt;br /&gt;
&lt;br /&gt;
THIS NO LONGER EXIST&lt;br /&gt;
&lt;br /&gt;
= Alternate Game Modes =&lt;br /&gt;
Alternate game modes are game modes that are in the game that give different scenarios for the marines to play out. This will range from different scenarios the marines/players will have to encounter.&lt;br /&gt;
&lt;br /&gt;
== Whiskey Outpost (WO) == &lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: Red;&amp;quot;&amp;gt;&#039;&#039;&#039;This mode is in rotation and may be put on at the discretion of the players when it appears in a map vote for next round. &#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;In our attempts to establish a base on this planet, several of our patrols were wiped out by hostile creatures. We&#039;re setting up a distress call, but we need you to hold Whiskey Outpost in order for our engineers to set up the relay. [...] If they overrun your position, we will be wiped out with no way to call for help. &#039;&#039;&#039;Hold the line or we all die&#039;&#039;&#039;.&amp;quot;&#039;&#039; ― Captain Hans Naiche&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whiskey Outpost&#039;&#039;&#039; is an alternative map and game mode featured on CM-SS13 server. On this map, instead of playing the [[Marines|USCM]] in the battalion [https://cm-ss13.com/wiki/USCM#Almayer &#039;Falling Falcons&#039;] of the 4th brigade and the [[USS Almayer]], you&#039;ll either play as the USCM from the 3rd Battalion [[The Colonial Liberation Front#Backstory|&#039;Dust Raiders&#039;]], led by Captain Hans Naiche (Alternatively spelled as Naich) and Major Ike Saker in Planet LV-624, who are previously in charge of keeping the peace of the Neroid sector or the Xenomorphs whose task is to successfully wipe out the Marine forces in LV-624 by wiping out Whiskey Outpost to intercept the relay signal. It takes place five years before the arrival of the USS Almayer in the Neroid sector, taking place in 2181. The Dust Raiders had established a USCM presence in one of the major locations of the sector, including Whiskey Outpost.&lt;br /&gt;
&lt;br /&gt;
However, the forces in LV-624 were soon under attack by [[Aliens|unrecognized alien forces]], with several patrols of marine units wiped out before the main invasion in Whiskey Outpost begins. The Dust Raider garrison stationed in LV-624 have no other choice but to send a distress signal to alert the remaining USCM reinforcements to their location. Before the distress signal can be launched, the Marines must hold out for 60 to 90 minutes or longer until engineers set up the relay so that reinforcements from Whiskey Outpost arrive to rescue the marines in LV-624, the Aliens must wipe out the Marine force before they set up the relays and repel the alien invasion force in LV-624. This is a fight for survival, and neither side can afford to give one quarter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Outpost === &lt;br /&gt;
&#039;&#039;Whiskey Outpost&#039;&#039; is an outpost that&#039;s heavily fortified and used as a military base in the Neroid Sector. Its situated in a valley which forces any hostiles to assault from the south of the base. The base is equipped with a large array of automated sentry guns and mannable smartgun defensive positions, however, the base is not adequately fortified for an incoming assault due to a lack of funding. The Marine forces will need to spend their time rapidly establishing barricades and similar defenses before the vanguard alien forces arrive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Defensive Positions are divided into 3 major areas and 2 minor areas:&lt;br /&gt;
&lt;br /&gt;
==Major Areas==&lt;br /&gt;
&lt;br /&gt;
*The &#039;&#039;&#039;west side&#039;&#039;&#039;, &#039;&#039;&#039;Pillbox Burbon&#039;&#039;&#039;, which is guarded by sentry guns and smartguns through a canal-based jungle environment&lt;br /&gt;
*The &#039;&#039;&#039;central side&#039;&#039;&#039;, &#039;&#039;&#039;Pillbox Beer&#039;&#039;&#039;, is where most of the action takes place through an open, heavily guarded environment guarded by several smartguns emplacements and a few automated sentries.&lt;br /&gt;
*The &#039;&#039;&#039;east side&#039;&#039;&#039;, &#039;&#039;&#039;Pillbox Tequila&#039;&#039;&#039;, is guarded with sandbags through a vast open terrain with a crashed dropship acting as cover.&lt;br /&gt;
&lt;br /&gt;
==Minor Areas==&lt;br /&gt;
Both minor areas, &#039;&#039;&#039;Pillbox Wine&#039;&#039;&#039; (west) and &#039;&#039;&#039;Pillbox Wodka&#039;&#039;&#039; (east),  are guarded with only sentry guns, metal, and plasteel barricades. The middle area between Pillbox Beer and the former two pillboxes is the &#039;&#039;&#039;Triage&#039;&#039;&#039; pillbox, for emergency medical care.&lt;br /&gt;
[[File:Whiskey_outpost.png|right|400px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Outpost itself is at the north of the map, with the unique role of &#039;Honor Guard&#039; to detect and protect the marine base and command staff against any threats that make it through the defenses. In addition, sentry turrets and smartgun emplacements help secure the base against the bug force. Medical has four autodoc stations as opposed to the standard one, due to the likelihood of fierce fighting and casualties. In addition, Engineering starts with four reactors to power the base defenses, leaving the squad engineers to construct field defenses. In CiC, the only difference is the communications consoles that can only be used for announcements and medal recommendations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the Xenomorphs, they start from the south of the map, covered in vine and grass, &#039;&#039;&#039;Here be Dragons&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Marines==&lt;br /&gt;
Unlike the Falling Falcons Marines who are stationed at the Almayer, the Dust Raider Marines are stationed at planetside - and will have different job changes. Much of the common roles remains unchanged and some are just renamed, however, there are a few roles that completely changes the role one way or another. Below here, are the major and minor changes between the roles.&lt;br /&gt;
&lt;br /&gt;
Reinforcements from the 7th &amp;quot;Falling Falcons&amp;quot; Battalion will arrive during wave 7, which is the break wave. Each consisting a basic combat squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take note that after the first wave of Xenomorphs arrive, you are not able to latejoin this round as a marine.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renamed Roles:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Medical Officer &amp;gt; Head Surgeon&amp;lt;br&amp;gt;&lt;br /&gt;
Medical Doctor &amp;gt; Surgeon&amp;lt;br&amp;gt;&lt;br /&gt;
Researcher &amp;gt; Chemist&amp;lt;br&amp;gt;&lt;br /&gt;
Executive Officer &amp;gt; Lieutenant Commander&amp;lt;br&amp;gt;&lt;br /&gt;
Chief Engineer &amp;gt; Bunker Crew Master&amp;lt;br&amp;gt;&lt;br /&gt;
Requisitions Officer &amp;gt; Quartermaster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Jobs:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Commander.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Commander (Ground Commander)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Requires a Whitelisted CO&#039;&#039;&#039; - As the Ground Commander you&#039;ll be in charge of designating where your Outpost is going to be built, strategic placements, and giving orders to the Squad Leaders for the defense of the outpost.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:XO.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Lieutenant Commander&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Follow the orders of the Ground Commander and assist in the defense of the Outpost. You are the second in Command of the operation, ensure that it runs smoothly. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:WO_PO.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Mortar Crewman&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;This role replaces the Pilot Officers in the Whiskey Outpost map.&#039;&#039;&amp;lt;br&amp;gt;You are in charge of operating the M202 mortar system at the specialized mortar pit. Listen up for coordinates from the marines, you are their main firepower.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:CE.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Bunker Crew Master&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;This role replaces the Chief Engineer in the Whiskey Outpost map.&#039;&#039;&amp;lt;br&amp;gt;As the Bunker Crew Master you&#039;ll be coordinating the construction of defenses in the outpost. Assign the Bunker Crew to separate areas to ensure maximum efficiency. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:MaintTech.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Bunker Crew&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;This role replaces the Maintenance Technician in the Whiskey Outpost map.&#039;&#039;&amp;lt;br&amp;gt;As the Bunker Crew you&#039;ll be in charge of reinforcing defenses around the main outpost and making sure that there aren&#039;t any weaknesses in the defensive line. If their is a hole be ready to patch it ASAP!&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:RO.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Bunker Quarter Master&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;This role replaces the Requisition Officer in the Whiskey Outpost map.&#039;&#039;&amp;lt;br&amp;gt;Co-ordinate supplies being sent out to the marines. Same as an RO you are in charge of the Req department, move those crates!&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:CargoTech.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Bunker Crew Logistics&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;This role replaces the Cargo Technician in the Whiskey Outpost map.&#039;&#039;&amp;lt;br&amp;gt;Assist the Quarter Master in distributing supplies to the operation. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:WarrantOfficer.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Honor Guard Squad Leader&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;This role replaces the CMP in the Whiskey Outpost map.&#039;&#039;&amp;lt;br&amp;gt;Lead and oversee the Honor Guard in all available tasks, protect the Ground Commander and the bunker above all else.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:MilitaryPolice.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Honor Guard Specialist&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;This role replaces the Tank Crewmen in the Whiskey Outpost map.&#039;&#039;&amp;lt;br&amp;gt;With the knowledge of heavy equipment to date, Honor Guard Specialists are in charge of guarding the bunker and protecting the Ground Commander whenever in danger. You are the heavy support.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:MilitaryPolice.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Veteran Honor Guard&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;This role replaces the Staff Officers in the Whiskey Outpost map.&#039;&#039;&amp;lt;br&amp;gt;Your job is to Overwatch the squads, call out contacts, and ensure your forces don&#039;t become overrun Lead your men to glory!.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:MilitaryPolice.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Honor Guard&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;This role replaces the MP officers in the Whiskey Outpost map.&#039;&#039;&amp;lt;br&amp;gt;Protect the bunker and serve the Ground Commander throughout the mission. Ensure order and law is maintained at all times..&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Synth.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Synthetic (Outpost Synthetic)&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Requires a Whitelisted Synthetic&#039;&#039;&#039; - You are the bases Synthetic, their is a never ending amount of duties to fulfill: build barricades, provide medical support, and ensure supplies are sent. Get working!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:SL.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Dust Raider Squad Leader&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|As a Squad Leader you are tasked with watching over a group of marines, ensuring that orders are being executed in a precise manner. You are the leader from the front, coordinate alongside Command to ensure a swift defense.&lt;br /&gt;
&lt;br /&gt;
*Laser Designator binoculars [[File:Laser_Designator.png|32px]] have 2 modes. Remote Mortar Fire, (Doesn&#039;t require an engineer to be manning the mortar) and Air strikes. Both modes cause high amounts of damage in a large area.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:B18.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Dust Raider Specialist&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|Specialists spawn with some of the essential marine equipment. In addition to this, they&#039;ll also start off with a Specialist Kit, allowing the Specialist to choose any of the 5 kits available to them. There can only be two Specialists who use the same specialist equipment. With your vast training of heavy weapons you are the backbone support for the marine forces, use your big guns to the advantage.&lt;br /&gt;
&lt;br /&gt;
*[[File:Spec_Kit.png|32px]] Use this spec kit box in your active hand to bring up a selection of spec equipment choices for you to choose from.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:CombatEngi.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Dust Raider Engineer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|You are the field Engineer, tasked with the job of ensuring that the marines have adequate barricades to protect them from the Xenomorph threat. Place mines, arm sentries and MG&#039;s, build barricades, repair them, do it all! Ensure that the lines don&#039;t fall.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Medic.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Dust Raider Medic&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|As the Medic you are the frontline medical support; ensure that your fellow brothers in arms receive care for their war wounds. Your task is to make sure that not one man falls. Good luck.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Standard.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Dust Raider Marine&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;| Marines start off with one of the three basic weapons (M41AMK2, M39, M37A2) along with a medical and flare pouch and their respective ammo belt. Inside their backpack/satchel will be a box containing three random attachments.&lt;br /&gt;
You are the basic grunts of the operation. While large in numbers you are the main fighting force at the outpost. Use your strength and courage to hold off against the incoming attack. Rely on one another to ensure survival.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The goal of the Dust Raider garrison is to hold out within 60 to 90 minutes in order to establish a signal with the USS Alistoun to alert the remaining Dust Raider marines about the dire situation in the Dust Raider garrison in LV-624. If the Whiskey Outpost garrison survives the onslaught, the remaining Dust Raiders will shortly converge and reinforce the marine garrison in LV-624 and successfully repel the alien invasion force. The Dust Raiders then secure [http://cm-ss13.com/wiki/images/6/6f/LV624.png LV-624] and the entire Neroid sector, establishing peace for years to come.&lt;br /&gt;
&lt;br /&gt;
===Supplies===&lt;br /&gt;
Supplies in the outpost are generally limited to handheld firearms, medical supplies and engineering equipment, each spread out in different pillboxes as well as the main outpost. From each wave, crates containing random assortments of supplies (such as ammo, attachments, constructables, etc.) are given out in Requisitions inside the bunker. The outpost&#039;s Quartermaster or Logistics crew will deliver the supplies out from the main outpost to the pillboxes in the front. They are either dragged through or delivered by the pipe chute.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Hunter Games ==&lt;br /&gt;
&#039;&#039;&amp;quot;You have been dropped off on a company colony overrun with alien Predators who have turned it into a game preserve...&amp;quot;&#039;&#039;  - Gamemode description.&lt;br /&gt;
&lt;br /&gt;
You have been dropped into LV-624 (Or any map) by your predator captors, and are being forced to fight to the last man for their amusement. Be careful though, if the predators get bored, they have some horrifying ways of making you fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Gamemode ===&lt;br /&gt;
Hunter Games is a free for all game mode that can only be run by admins. You are spawned in a random location on the planet and you must try to survive and come out as the last man standing. Rounds usually last for less than an hour, and it is normally run at lowpop. There is no RP in hunter games, and you can name yourself whatever you want (Just keep it non-offensive). The only rules for hunter games are no ERP and don&#039;t be a dick. Think of Hunter games as a gladiator pit and every human is to fight to the death with weapons to appease the crowd which in this case are predators.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons are randomly spawned around the map, nearly all of them being melee weapons. At ten minute intervals during the round, ghosts spectating the carnage can vote on a contestant to get a supply drop that will contain additional gear. The majority of the weapons that spawn are melee weapons, but you will occasionally find a firearm, normally through a supply drop.&lt;br /&gt;
Some weapons include:&lt;br /&gt;
* Katanas (Replica and real)&lt;br /&gt;
* Boot Knives&lt;br /&gt;
* Throwing Knives&lt;br /&gt;
* Harpoons&lt;br /&gt;
* Alien Mines&lt;br /&gt;
* Claymores&lt;br /&gt;
* Machetes&lt;br /&gt;
* Grenades&lt;br /&gt;
* Armor of various shapes and sizes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hellhounds ===&lt;br /&gt;
[[File:Hellhound.png]] &lt;br /&gt;
&lt;br /&gt;
If the admins feel that there is not enough fighting they will often choose to release hellhounds into the arena. Their goal is to kill anyone not inside of the nexus, forcing all living contestants to the nexus for one final duel. Hellhounds are not allowed to enter the nexus.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Tribes ==&lt;br /&gt;
&#039;&#039;&#039;Tribes&#039;&#039;&#039; is a submode for Hunter Games. However, your main objective isn&#039;t to kill eachother.... it&#039;s to survive. &lt;br /&gt;
&lt;br /&gt;
Players are encouraged to form groups together (Which are composed of 10+ players and a leader) and band together creating tribes. They&#039;ll be scattered supplies around the map for you to gather such as weapons, building supplies, food and items. Rarer items such as surgerical tools, armor and guns are in shorter supply. However, players do not NEED to join a major tribe and can roleplay as scavengers, bandits, traders or form their own little groups.&lt;br /&gt;
&lt;br /&gt;
You are ENCOURAGED, to form tribes, work together, trade with other players.&lt;br /&gt;
Major supplies such as LABELLERS will be dropped in major locations to encourage you to form a tribe and work together.&lt;br /&gt;
&lt;br /&gt;
Survivors will WIN once they defeat all major events (see bellow) or kill off all of each-other (not encouraged).&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
Players will be able to find &#039;&#039;&#039;GOLD COINS&#039;&#039;&#039; and &#039;&#039;&#039;DIAMOND COINS&#039;&#039;&#039; located around the map, these coins can ONLY be traded to the TRIBES for a random gear/items.Tribes can exchange these Gold Coins Diamond Coins via &#039;&#039;&#039;AHELPING&#039;&#039;&#039; (leader only can trade in the coins) for random useful gear that the gods choose to give. Exchanging by Diamond Coins will give better gear.&lt;br /&gt;
&lt;br /&gt;
=== Hostiles ===&lt;br /&gt;
* Predators (Whitelist only)&lt;br /&gt;
* Hellhounds&lt;br /&gt;
* Aliens&lt;br /&gt;
* Hostile Humans&lt;br /&gt;
* Random Events&lt;br /&gt;
&lt;br /&gt;
All of these will be filled by deadchat at interval waves at the admins discretion.&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
* &#039;&#039;&#039;No Covert Ops&#039;&#039;&#039;, this means no wearing another Tribe&#039;s Uniform, pretending to be friendly and then shooting them or stealing supplies.&lt;br /&gt;
* &#039;&#039;&#039;No Meme Names&#039;&#039;&#039; will be allowed, this is still a Roleplay Event.&lt;br /&gt;
* &#039;&#039;&#039;No Auto-Injector/Chem Insta-Killing&#039;&#039;&#039;. One will be easily found out and banned for this (ODing people with any chemicals)&lt;br /&gt;
* &#039;&#039;&#039;NO Flashers/Insta-Stun Weapons&#039;&#039;&#039; (Ie. Stun Prods and Stun Batons)&lt;br /&gt;
* &#039;&#039;&#039;Do not AHelp asking for special attention or send AHelps that don&#039;t require assistance.&#039;&#039;&#039; (The Admins get flooded with ahelps)&lt;br /&gt;
&lt;br /&gt;
==A Note;==&lt;br /&gt;
Most of the Alternate Game Modes are not run, and admin events occur at the discretion of the administrative team, participation may be hard to achieve.&lt;/div&gt;</summary>
		<author><name>Frankwater0522</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=22640</id>
		<title>Researcher</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Researcher&amp;diff=22640"/>
		<updated>2022-07-30T20:18:39Z</updated>

		<summary type="html">&lt;p&gt;Frankwater0522: /* Chemical Distribution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL / RESEARCH&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = Sci.png&lt;br /&gt;
|jobtitle = Researcher&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Second Lieutenant&lt;br /&gt;
|superior = [[Chief Medical Officer]], [[Commanding Officer]]/[[Executive Officer]]&lt;br /&gt;
|unlock = Five hours as medical roles.&lt;br /&gt;
|duties = Research and Development, inspect any xenobiological elements given to you by Marines. Develop new weaponry such as Chemical Grenades in cooperation with the Ordnance Technicians and discover new chemicals.&lt;br /&gt;
|guides = [[Chemistry | Guide to Chemistry]], [[Guide_to_Paperwork | Guide to Paperwork]]&lt;br /&gt;
|description = You&#039;re a commissioned officer of the USCM, though you are not in the ship&#039;s chain of command. You are tasked with researching and developing new medical treatments, helping your fellow doctors, and generally learning new things. Your role involves a lot of roleplaying, but you can perform the function of a regular doctor. Do not hand out things to Marines without getting permission from your supervisor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I wish you could understand what we&#039;re trying to do here. The potential for this species goes way beyond urban pacification. New alloys, new vaccines. Nothing like this we&#039;ve ever seen on any world before.&amp;quot;&#039;&#039; ―Dr. Wren, &#039;&#039;Alien Resurrection&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
----&lt;br /&gt;
As the Medical Researcher it is your job to research and develop new technologies in the science lab and study anything xenobiological. The nature of the Researcher means the role is very open-ended, and can be played in several ways. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ultimately, your job is to focused around analyzing chemicals, alien blood/liquids, storing alien corpses. Synthesizing experimental drugs and creating prototype explosive grenades. Furthermore you are fully qualified to assist the Medical staff with surgeries, should Medbay be overwhelmed in triage.&lt;br /&gt;
&lt;br /&gt;
=Chemical Research: Pharmacology=&lt;br /&gt;
Research has its own chemistry lab that can be used to help out medical by pumping out useful healing chemicals. It is also possible to mix chemicals together to get multiple benefits; however, be aware that there are certain chemicals which will cause &#039;&#039;&#039;more harm&#039;&#039;&#039; if they are used together. Consult the [[Chemistry|chemistry guide]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Researching Chemicals==&lt;br /&gt;
As a medical researcher on-board the USS Almayer you&#039;re tasked with creating new medications that might be useful to the marines. But what can you do that the silly doctor in chemistry downstairs can not? Discovering completely new medications of course! Every round there will be new chemicals for you to discover. You&#039;ll even start with a note in your old lab coat pocket to get you started. Researching a new chemical requires two important tasks to be completed: discovering the recipe and the properties of the chemical. The latter requiring either thorough testing or sufficient data clearance. So what are you waiting for? It is time to do SCIENCE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A lot of your work will require a resource called &#039;&#039;&#039;Research Credits&#039;&#039;&#039;. These can currently be earned by identifying new chemicals, including xenomorph blood, or by gaining 5 points every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Company has provided your laboratory with an &#039;&#039;Advanced X-Ray Fluorescence Scanner&#039;&#039; to help you identify chemicals. On your journey, you will be expected to use this and analyze research samples received from colonies. If you identify a valuable chemical, The Company&#039;s interest in your lab will increase. They might even pay USCM High Command.&lt;br /&gt;
&lt;br /&gt;
===Research Machines===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:XRF.png|64px]]|| Advanced X-Ray Fluorescence Scanner || The A-XRF is an advanced spectrometer that can not only detect what a sample is, but also its chemical composition. It does this by nuking the sample with high energy radiation and detecting the emitted fluorescent x-ray patterns. By comparing this to the database it can identify the unique pattern of a sampled chemical, and the combination of chemicals that make the pattern possible. Although there might be chemicals which composition can&#039;t be fully identified. This means that you must acquire a sample of the unknown chemical first, and scan it with the XRF. Whenever the XRF scans something unknown, it will save that chemical&#039;s emission pattern to its database. &#039;&#039;&#039;Successfully identifying a chemical increases Company interests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Samples are inserted using a vial filled with a pure chemical sample. After scanning, the XRF searches its database for any available information on the identified chemical. It is not actually able to figure out the properties of the chemical, that will require testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the A-XRF can read data from the Company&#039;s private chemical database, your clearance level is limited and some information may be classified. Use the &#039;&#039;&#039;Research Data Terminal&#039;&#039;&#039; to purchase higher clearance or get a clearance grant by a corporate official.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Chemical_Centrifuge.png|64px]]|| Chemical Centrifuge || The centrifuge is a research machine meant to assist working with the A-XRF and vial management. By using centrifugal forces it can separate chemicals from a beaker into a set of vials. To operate, insert any beaker with a mixture of chemicals and a vial box containing any amount of vials. The centrifuge will try to fill the vials with different chemicals from the beaker best possible. It will also label pure vials for you. &lt;br /&gt;
&lt;br /&gt;
Additionally the centrifuge also accepts autoinjectors. To do this, load empty autoinjectors into a vial storage box and insert the box into the centrifuge. The centrifuge will recharge the autoinjectors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The centrifuge operates under the following logic:&lt;br /&gt;
* Cycles through reagents in the input beaker starting from the top.&lt;br /&gt;
* Will fill pure vials containing the same reagent or an empty one. Purity of vials is first priority for the purpose of operating the A-XRF.&lt;br /&gt;
* Will &#039;&#039;not&#039;&#039; fill multiple vials with the same reagent. &#039;&#039;&#039;Unless the beaker only has a &#039;&#039;single&#039;&#039; reagent, then it will try to fill all as much as possible. This is useful for when filling autoinjectors.&#039;&#039;&#039;&lt;br /&gt;
* Will &#039;&#039;not&#039;&#039; transfer reagents from the input beaker if it is within an impure vial inside the box. Use this feature to make impure vials act as filters.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Turingdispenser.png|64px]]|| Turing Dispenser || This advanced dispenser is only available to researchers and allows for a level of automation in chem production. While it is relatively complicated to use, it can become a powerful tool in the right hands. Use it to automate the production of advanced research chemicals or complicated drug mixes.&lt;br /&gt;
&lt;br /&gt;
The Turing Dispenser operates by following a set of instructions for what it should be dispensing. These instructions are provided by inserting a vial box, with the vial containing the amount of the chemical you want to dispense. The dispenser reads the vials in order from left to right. The dispenser will run until either: the output beaker is full, all program cycles has finished or a setting is changed while running.  &lt;br /&gt;
&lt;br /&gt;
Unlike the normal dispenser, the Turing Dispenser can directly dispense a wider range of chemicals. It can dispense any chemical the normal dispenser can with the exception of ethanol. In addition to any chemical available from the medical vendor with the exception of oxycodone. It can also directly dispense simple chemical compositions such as Sodium Chloride, Methane and Ammonia. Any other chemical requires the use of the &#039;&#039;Smartlink&#039;&#039; to be dispensed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Programs&#039;&#039;&#039;&lt;br /&gt;
The Turing Dispenser has two programs: &#039;&#039;Box&#039;&#039; and &#039;&#039;Memory&#039;&#039;. &#039;&#039;The Box Program&#039;&#039; is the currently inserted vial box, while &#039;&#039;The Memory Program&#039;&#039; is a Box Program that has been saved to the dispenser’s internal memory. The dispenser can run with just one of either program, or with both; in which case the Memory is run before the Box. This allows up to 12 dispensing steps to be configured (as each box can hold 6 vials). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settings&#039;&#039;&#039;&lt;br /&gt;
* Program Multiplier: Multiplies the amount of the reagent that’s dispensed on each step. For example, a step with 20 water and a 3x multiplier will dispense 60 units of water.&lt;br /&gt;
* Program Cycles: How many times the full cycle of programs will be run before the dispenser goes to sleep.&lt;br /&gt;
* Autorun: If ON, then the dispenser will run the program automatically when both a vial box and a beaker is inserted.&lt;br /&gt;
* Smartlink: If ON, then the dispenser will check the nearby &#039;&#039;Smartfridge&#039;&#039; for the required chemicals before spending energy to dispense it. Additionally, this allows the dispenser to dispense &#039;&#039;exotic&#039;&#039; chemicals stored in the Smartfridge, making any recipe possible. If the required chemical can not be found and can not be dispensed using energy, then the dispenser will pause the program until the chemical is stored in the Smartfridge. Once available, the program will continue automatically. &#039;&#039;(Beware that, the dispenser will read the Smartfridge from top to bottom and use any beaker or bottle it finds containing the required chemical, even if that container is contaminated. This theoretically allows for more than 12 different chemicals to be dispensed in a cycle.)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Researchterminal.png|64px]]|| Research Data Terminal || This terminal found inside the research study allows control of all research assets. It contains the database for all saved research documents, such as A-XRF scans and Synthesis reports. You can read the documents directly from the terminal, or print a copy. Additionally, the current status of research credits can be checked, and used for various functions. Any document can be added to the database by clicking it with a paper in hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Clearance&#039;&#039;&#039;&lt;br /&gt;
Upgrades the current clearance access by one level. Increasing the clearance level this way costs more the higher your clearance. Colony CLs can increase clearance for free, Up to a certain level. It also gives you one free research chemical each time you buy clearance to help you with your studies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Disabled for now, Might be re-enabled so keeping this here&lt;br /&gt;
&#039;&#039;&#039;Transmit&#039;&#039;&#039;&lt;br /&gt;
If you want to pass on your science to the next generation of researchers, you can transmit your findings to the central research database of The Company. This way, other researchers may be able to continue your research, which may be useful if your duty ends early or if you become unable to continue your work for other reasons. But using this function is not free. The more positive properties there are in the chemical, the higher the cost of transmission, while a high number of properties and special rare properties also increase the cost. However, the cost is also lowered by neutral properties and twice as much by negative properties. &#039;&#039;What this function actually does is make the chem spawn in the next round, but with a new name and new recipe. It will also gain a new clearance access, depending on how high the transmission cost was.&#039;&#039;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publish&#039;&#039;&#039;&lt;br /&gt;
The CMO&#039;s data terminal has the special function of publishing documents. This allows anyone with a HealthMate HUD to view the document remotely. Any paper scanned in the research terminal can be published in this way, even handwritten ones. It is thus a useful method for the CMO to provide precise information to medics on new chemicals that are being distributed in the field, or any other useful documentation. Be sure to ask your CMO to publish your hard work, and for him to announce over medical comms that a new paper has been published.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:SynthesisSimulator.png|128px]]|| Synthesis Simulator || This computer uses advanced algorithms to perform simulations of reagent properties, for the purpose of calculating the synthesis required to make a new variant. It needs a complete data sheet from an A-XRF scan to function, meaning that all components and properties of the chemical must be known. All simulations requires research credits. Any time you modify a chemical property of a reagent, Its OD threshold will decrease. &#039;&#039;Mixing a chemical with another variant of itself will cause it to react back into its original form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amplify&#039;&#039;&#039;&lt;br /&gt;
This function increases the level of the selected property by one. The credit cost increases based on the level of the property.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suppress&#039;&#039;&#039;&lt;br /&gt;
This function is the opposite of Amplify, meaning the level of the property is decreased. The credit cost for this function is always 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relate&#039;&#039;&#039;&lt;br /&gt;
The relate function makes it possible to change the actual properties of the chemical. To do this, an A-XRF analysis of a reference chemical must also be inserted. The target and reference property must be of the exact same level for relation to be possible, and the target must have more than one property. The credit cost is equal to the level of the targeted property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Chemical Naming Conventions&#039;&#039;&#039; ====&lt;br /&gt;
When a chemical property is changed, the simulator will automatically label the chemical with a code telling you about the changes. The codes are three letter combinations followed by a number signifying the new level of the property.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
This is a list of all chemical properties and their effects. They are sorted in the same categories as in the code. &amp;lt;POTENCY&amp;gt; is the level of the property. &lt;br /&gt;
&lt;br /&gt;
The DISABLED rarity means this property can&#039;t appear in randomly generated chems. The same goes for ADMIN, with the addition that very few non event exclusive reagents have properties with this rarity level.&lt;br /&gt;
&lt;br /&gt;
All effects are applied once per life tick. Life ticks happen once every two seconds.&lt;br /&gt;
&lt;br /&gt;
===Positive===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ATX}}[[#ATX|ATX]]&lt;br /&gt;
|Antitoxic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Accelerates removal of [[#toxin|toxin subtypes]].&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; eye damage.&lt;br /&gt;
|&lt;br /&gt;
* Makes you sleepy.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ACR}}[[#ACR|ACR]]&lt;br /&gt;
|Anticorrosive&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NGN}}[[#NGN|NGN]]&lt;br /&gt;
|Neogenetic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|REP}}[[#REP|REP]]&lt;br /&gt;
|Repairing&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;ONLY FOR CYBERNETIC LIMBS/ORGANS&#039;&#039;&#039;&lt;br /&gt;
** Heals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
** Heals 2*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HMG}}[[#HMG|HMG]]&lt;br /&gt;
|Hemogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Restores &amp;lt;POTENCY&amp;gt; blood.&lt;br /&gt;
* &#039;&#039;&#039;POTENCY OVER 3&#039;&#039;&#039;&lt;br /&gt;
** If blood amount goes over the maximum amount in a human:&lt;br /&gt;
*** Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
*** Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
*** Slows you.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Removes 5*&amp;lt;POTENCY&amp;gt; nutrition.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NST}}[[#NST|NST]]&lt;br /&gt;
|Nervestimulating&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Knockout duration reduced by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Knockdown duration reduced by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Stun duration reduced by 1.5*&amp;lt;POTENCY&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;IF POTENCY&amp;gt;2&#039;&#039;&#039;. Reduces the duration of all following effects by 2*&amp;lt;POTENCY&amp;gt;&lt;br /&gt;
** Stuttering&lt;br /&gt;
** Confusion&lt;br /&gt;
** Blurry vision&lt;br /&gt;
** Drowsyness&lt;br /&gt;
** Dizziness&lt;br /&gt;
** Jitteriness&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|MST}}[[#MST|MST]]&lt;br /&gt;
|Musclestimulating&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Reduces movement delay by 0.25*&amp;lt;POTENCY&amp;gt;&lt;br /&gt;
* Makes you twitch, shiver and blink rapidly.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PNK}}[[#PNK|PNK]]&lt;br /&gt;
|Painkilling&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain by 20*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain by 20*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Deals 3 oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPP}}[[#HPP|HPP]]&lt;br /&gt;
|Hematopeutic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 0.5*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NPP}}[[#NPP|NPP]]&lt;br /&gt;
|Nephropeutic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 0.5*&amp;lt;POTENCY&amp;gt; kidney damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; kidney damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PNP}}[[#PNP|PNP]]&lt;br /&gt;
|Pneumopeutic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 0.5*&amp;lt;POTENCY&amp;gt; lung damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; lung damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OCP}}[[#OCP|OCP]]&lt;br /&gt;
|Oculopeutic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; eye damage.&lt;br /&gt;
* Reduces the remaining duration of blurry vision and blindness by 5*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CDP}}[[#CDP|CDP]]&lt;br /&gt;
|Cardiopeutic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 0.5*&amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Applies a lot of pain.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NRP}}[[#NRP|NRP]]&lt;br /&gt;
|Neuropeutic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Heals 3*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Stuns you.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|BNM}}[[#BNM|BNM]]&lt;br /&gt;
|Bonemending&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Mends broken bones one by one.&lt;br /&gt;
* The chest and groin take the longest, then head, then arms and legs, hands and feet are the fastest.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Breaks limbs randomly.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FLX}}[[#FLX|FLX]]&lt;br /&gt;
|Fluxing&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* With a 10*&amp;lt;POTENCY&amp;gt;% chance:&lt;br /&gt;
** Removes shrapnel and implants.&lt;br /&gt;
** Also deals 2*&amp;lt;POTENCY&amp;gt; burn damage to prosthetic limbs.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NRC}}[[#NRC|NRC]]&lt;br /&gt;
|Neurocrygenic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Stuns and knocks you out.&lt;br /&gt;
* &#039;&#039;&#039;ONLY ON CORPSES&#039;&#039;&#039;&lt;br /&gt;
** Increases the defib timer by 5 seconds *&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Reduces body temperature by 5*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|APS}}[[#APS|APS]]&lt;br /&gt;
|Antiparasitic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Decreases the larva stage counter by &amp;lt;POTENCY&amp;gt;&lt;br /&gt;
* Deals 0,2*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* When the larva gets regressed to stage 0:&lt;br /&gt;
** Removes the larva from the host.&lt;br /&gt;
** Deals between 20 and 40 burn damage to the host.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OGS}}[[#OGS|OGS]]&lt;br /&gt;
|Organstabilize&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Prevents the effects of organ damage. Does &#039;&#039;&#039;not&#039;&#039;&#039; actually repair the organs.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EGN}}[[#EGN|EGN]]&lt;br /&gt;
|Electrogenetic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;CANNOT BE INGESTED&#039;&#039;&#039; Use a syringe or injector.&lt;br /&gt;
* Increases defibrillator healing by 4*&amp;lt;POTENCY&amp;gt; brute, burn and toxin damage.&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|DFB}}[[#DFB|DFB]]&lt;br /&gt;
|Defibrillating&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;DEAD ONLY&#039;&#039;&#039;&lt;br /&gt;
** Removes oxygen damage.&lt;br /&gt;
** Tries to defib the body.&lt;br /&gt;
** Combine this with inaprov, painkillers and something that will heal the marine when he is revived.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
* Applies pain.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HDN}}[[#HDN|HDN]]&lt;br /&gt;
|Hyperdensificating&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* Prevents bone fractures.&lt;br /&gt;
|&lt;br /&gt;
* Slows you.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NRS}}[[#NRS|NRS]]&lt;br /&gt;
|Neuroshielding&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* Applies the neurotoxin resistance effect.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|AAD}}[[#AAD|AAD]]&lt;br /&gt;
|Antiaddictive&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;POTENCY&amp;gt;4&#039;&#039;&#039;&lt;br /&gt;
** Cures all addictions.&lt;br /&gt;
* &#039;&#039;&#039;Otherwise:&#039;&#039;&#039;&lt;br /&gt;
** Reduces withdrawal and addiction progression by 2*&amp;lt;POTENCY&amp;gt;&lt;br /&gt;
** When the addiction progression gets below the potency value, cures the addiction.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ACG}}[[#TRF|TRF]]&lt;br /&gt;
|Transformative&lt;br /&gt;
|RARE IRRITANT&lt;br /&gt;
|&lt;br /&gt;
* Converts 0.75 * &amp;lt;POTENCY&amp;gt;  brute and 0.75 * &amp;lt;POTENCY&amp;gt; burn damage to 0.15 * &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Causes 0.375 * &amp;lt;POTENCY&amp;gt; toxin damage&lt;br /&gt;
|&lt;br /&gt;
* Causes 1.125 * &amp;lt;POTENCY&amp;gt; toxin damage&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FUL}}[[#FUL|FUL]]&lt;br /&gt;
|Fueling&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Fueling Effects}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OXI}}[[#OXI|OXI]]&lt;br /&gt;
|Oxidizing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Oxidizing Effects}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FLW}}[[#FLW|FLW]]&lt;br /&gt;
|Flowing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Flowing Effects}}&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EXP}}[[#EXP|EXP]]&lt;br /&gt;
|Explosive&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
{{Explosive Effects}}&lt;br /&gt;
|&lt;br /&gt;
* Explodes if amount mixed is higher than OD level&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CSL}}[[#CSL|CSL]]&lt;br /&gt;
|Cardiostabilizing&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Slightly reduces pain.&lt;br /&gt;
* Prevents you from taking oxygen damage due to crit.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|&lt;br /&gt;
* Sleeps you.&lt;br /&gt;
* Deals 0.5 heart damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|AID}}[[#AID|AID]]&lt;br /&gt;
|Aiding&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Removes disabilities and disfigurements.&lt;br /&gt;
|&lt;br /&gt;
* Confuses you.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OXG}}[[#OXG|OXG]]&lt;br /&gt;
|Oxygenating&lt;br /&gt;
|DISABLED &amp;lt;!--y tho--&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
* Removes &amp;lt;POTENCY&amp;gt; [[Chemistry#lexorin|lexorin]] units.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0.5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ACG}}[[#ACG|ACG]]&lt;br /&gt;
|Anticarcinogenic&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Heals &amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CMB}}[[#CMB|CMB]]&lt;br /&gt;
|Cryometabolizing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;REAGENT DOES NOT WORK AT TEMPERATURES ABOVE 170K&#039;&#039;&#039;&lt;br /&gt;
** Boosts the effect of all other properties in the reagent by 0,5*&amp;lt;POTENCY&amp;gt; levels.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|TMB}}[[#TMB|TMB]]&lt;br /&gt;
|Thanatometabolizing&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;REAGENT ONLY WORKS ON CORPSES&#039;&#039;&#039;&lt;br /&gt;
** Reagent now works on corpses. &amp;lt;!--I&#039;m almost sad that this clarification is probably needed.--&amp;gt;&lt;br /&gt;
** Caps the effectiveness of all other properties.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EXT}}[[#EXT|EXT]]&lt;br /&gt;
|Excreting&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Rapidly removes all other reagents from the marine&#039;s body.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NTR}}[[#NTR|NTR]]&lt;br /&gt;
|Nutritious&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Makes you less hungry.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|KTG}}[[#KTG|KTG]]&lt;br /&gt;
|Ketogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Removes &amp;lt;POTENCY&amp;gt; units of [[Chemistry#ethanol|ethanol]] and all it&#039;s [[Drinks#Alcoholic|subtypes]].&lt;br /&gt;
* Makes you hungry.&lt;br /&gt;
|&lt;br /&gt;
* Makes you more hungry.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NIH}}[[#NIH|NIH]]&lt;br /&gt;
|Neuroinhibiting&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Is prevented by [[#NRS|neuroshielding]].&#039;&#039;&#039;&lt;br /&gt;
* Applies near-sightedness.&lt;br /&gt;
* If potency is over 1, applies blindness.&lt;br /&gt;
* If potency is over 2, applies deafness.&lt;br /&gt;
* If potency is over 3, applies muteness.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Makes you nervous.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|AOL}}[[#AOL|AOL]]&lt;br /&gt;
|Alcoholic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Is prevented by [[#NRS|neuroshielding]]&#039;&#039;&#039;&lt;br /&gt;
* Makes you drunk. Confusion, sleepyness, etc. All chems that have this are [[Drinks#Alcoholic|subtypes]] of [[Chemistry#ethanol|ethanol]], which also has snowflake code for this. Therefore the effect is way stronger than it should be.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Makes you more drunk.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HLG}}[[#HLG|HLG]]&lt;br /&gt;
|Hallucinogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* If potency &amp;gt; 2&lt;br /&gt;
** Makes you hallucinate.&lt;br /&gt;
** Makes you jittery.&lt;br /&gt;
|&lt;br /&gt;
* Increases the potency of the previous effects.&lt;br /&gt;
* Makes you stumble around.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|RLX}}[[#RLX|RLX]]&lt;br /&gt;
|Relaxing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Makes you slower by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Makes you slower by 2*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Has a 15*&amp;lt;POTENCY&amp;gt;% chance to knock you out.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPR}}[[#HPR|HPR]]&lt;br /&gt;
|Hyperthermic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Increases body temperature by 2*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* If potency&amp;gt;2: applies pain.&lt;br /&gt;
|&lt;br /&gt;
* Increases body temperature by 4*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Applies pain.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPO}}[[#HPO|HPO]]&lt;br /&gt;
|Hypothermic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Reduces body temperature by 2*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Decreases body temperature by 4*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Sleeps you.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|BLD}}[[#BLD|BLD]]&lt;br /&gt;
|Balding&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Liquid baldness.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FLF}}[[#FLF|FLF]]&lt;br /&gt;
|Fluffing&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* More hair.&lt;br /&gt;
|&lt;br /&gt;
* 5*&amp;lt;POTENCY&amp;gt;% chance of taking &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ALG}}[[#ALG|ALG]]&lt;br /&gt;
|Allergenic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Makes you sneeze, blink and cough.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EPH}}[[#EPH|EPH]]&lt;br /&gt;
|Euphoric&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Reduces pain.&lt;br /&gt;
* Makes you giggle, laugh, smile, etc.&lt;br /&gt;
|&lt;br /&gt;
* 5*&amp;lt;POTENCY&amp;gt;% chance to *collapse&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EME}}[[#EME|EME]]&lt;br /&gt;
|Emetic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;AMOUNT&amp;gt;*&amp;lt;POTENCY&amp;gt;% chance of vomiting.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PST}}[[#PST|PST]]&lt;br /&gt;
|Psychostimulating&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Gives you messages about feeling more focused.&lt;br /&gt;
* Reduces confusion.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Makes you hallucinate.&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|AHL}}[[#AHL|AHL]]&lt;br /&gt;
|Antihallucinogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Removes 5 units of [[Chemistry#spacedrugs|space drugs]] and [[Chemistry#mindbreaker|mindbreaker toxin]].&lt;br /&gt;
* Reduces remaining duration of hallucinations by 10*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OMB}}[[#OMB|OMB]]&lt;br /&gt;
|Hypometabolic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Sets the reagent&#039;s metabolism to &amp;lt;METABOLISM&amp;gt;/(1+0,35*&amp;lt;POTENCY&amp;gt;)&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|SDT}}[[#SDT|SDT]]&lt;br /&gt;
|Sedative&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Puts you to sleep.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HTR}}[[#HTR|HTR]]&lt;br /&gt;
|Hyperthrottling&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* Slows you by 4*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Makes you high.&lt;br /&gt;
* Lets you speak every language.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|VIS}}[[#VIS|VIS]]&lt;br /&gt;
|Viscous&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* -0,025*&amp;lt;POTENCY&amp;gt; fire radius modifier.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|TSL}}[[#TSL|TSL]]&lt;br /&gt;
|Thermostabilizing&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Tries to get your temperature to 310K.&lt;br /&gt;
|&lt;br /&gt;
* Knocks you out.&lt;br /&gt;
|&lt;br /&gt;
* Puts you to sleep.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|FCS}}[[#FCS|FCS]]&lt;br /&gt;
|Focusing&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Removes &amp;lt;POTENCY&amp;gt; units of [[Chemistry#ethanol|ethanol]] and [[Drinks#Alcoholic|various subtypes]].&lt;br /&gt;
* Reduces stuttering, confusion, sleepyness, etc.&lt;br /&gt;
|&lt;br /&gt;
* Deals 1 toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4 toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|UNK}}[[#UNK|UNK]]&lt;br /&gt;
|Unknown&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Used for chems that have weird special snowflake coded effects to give them OD effects.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Negative===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPX}}[[#HPX|HPX]]&lt;br /&gt;
|Hypoxemic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|TOX}}[[#TOX|TOX]]&lt;br /&gt;
|Toxic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CRS}}[[#CRS|CRS]]&lt;br /&gt;
|Corrosive&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|BCD}}[[#BCD|BCD]]&lt;br /&gt;
|Biocidic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage. &lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PNG}}[[#PNG|PNG]]&lt;br /&gt;
|Paining&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Applies 0,5*&amp;lt;POTENCY&amp;gt; pain.&lt;br /&gt;
|&lt;br /&gt;
* Applies &amp;lt;POTENCY&amp;gt; pain.&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HML}}[[#HML|HML]]&lt;br /&gt;
|Hemolytic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Removes 4*&amp;lt;POTENCY&amp;gt; units of blood.&lt;br /&gt;
|&lt;br /&gt;
* Removes 8*&amp;lt;POTENCY&amp;gt; units of blood.&lt;br /&gt;
* Sleeps you.&lt;br /&gt;
* Increases move delay by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Deals 4*&amp;lt;POTENCY&amp;gt;% oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HMR}}[[#HMR|HMR]]&lt;br /&gt;
|Hemmorrhaging&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* 5*&amp;lt;POTENCY&amp;gt; chance:&lt;br /&gt;
** Causes bleeding in a random limb.&lt;br /&gt;
** Causes internal bleeding in a random limb.&lt;br /&gt;
** Makes you cough up blood.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; damage to a random organ.&lt;br /&gt;
|&lt;br /&gt;
* 20*&amp;lt;POTENCY&amp;gt;% chance:&lt;br /&gt;
** Causes bleeding in a random limb.&lt;br /&gt;
** Causes internal bleeding in a random limb.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CRG}}[[#CRG|CRG]]&lt;br /&gt;
|Carcinogenic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HPT}}[[#HPT|HPT]]&lt;br /&gt;
|Hepatotoxic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; liver damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NPT}}[[#NPT|NPT]]&lt;br /&gt;
|Nephrotoxic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; kidney damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PNT}}[[#PNT|PNT]]&lt;br /&gt;
|Pneumotoxic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; lung damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OCT}}[[#OCT|OCT]]&lt;br /&gt;
|Oculotoxic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; eye damage.&lt;br /&gt;
|&lt;br /&gt;
* Inflicts blindness.&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,5*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CDT}}[[#CDT|CDT]]&lt;br /&gt;
|Cardiotoxic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 0,75*&amp;lt;POTENCY&amp;gt; heart damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 5*&amp;lt;POTENCY&amp;gt; oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|NRT}}[[#NRT|NRT]]&lt;br /&gt;
|Neurotoxic&lt;br /&gt;
|COMMON&lt;br /&gt;
|&lt;br /&gt;
* Deals 1,75*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
* Slowly inficts drowsyness.&lt;br /&gt;
|&lt;br /&gt;
* 15*&amp;lt;POTENCY&amp;gt;% chance to apply neuro.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|EMB}}[[#EMB|EMB]]&lt;br /&gt;
|Hypermetabolic&lt;br /&gt;
|UNCOMMON&lt;br /&gt;
|&lt;br /&gt;
* Changes the chem&#039;s metabolism according to the following formula: &amp;lt;BASE_METABOLISM&amp;gt;*(1+0,25*&amp;lt;POTENCY&amp;gt;)&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|ADT}}[[#ADT|ADT]]&lt;br /&gt;
|Addictive&lt;br /&gt;
|RARE&lt;br /&gt;
|&lt;br /&gt;
* Makes you addicted to the chem. Addictions cause hallucinations, slows, stuns, organ damage and take HOURS to go away.&lt;br /&gt;
|&lt;br /&gt;
* Deals &amp;lt;POTENCY&amp;gt; brain damage.&lt;br /&gt;
|&lt;br /&gt;
* Inflicts nervousness.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HST}}[[#HST|HST]]&lt;br /&gt;
|Hemositic&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* Consumes 5*&amp;lt;POTENCY&amp;gt; blood.&lt;br /&gt;
* Increases the chem&#039;s amount by 1.&lt;br /&gt;
|&lt;br /&gt;
* Consumes 10*&amp;lt;POTENCY&amp;gt; blood.&lt;br /&gt;
* Increases the chem&#039;s amount by 2*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|&lt;br /&gt;
* Inflicts nervousness.&lt;br /&gt;
|}&lt;br /&gt;
===Special===&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 5%; margin: auto;&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Rarity&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Effect&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |OD&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Crit OD&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|BST}}[[#BST|BST]]&lt;br /&gt;
|Boosting&lt;br /&gt;
|LEGENDARY&lt;br /&gt;
|&lt;br /&gt;
* Increases the level of all other properties by 1 for every level of itself.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|REG}}[[#REG|REG]]&lt;br /&gt;
|Regulating&lt;br /&gt;
|LEGENDARY&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
* Prevents OD.&lt;br /&gt;
|&lt;br /&gt;
* Prevents crit OD.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|HGN}}[[#HGN|HGN]]&lt;br /&gt;
|Hypergenetic&lt;br /&gt;
|LEGENDARY&lt;br /&gt;
|&lt;br /&gt;
* Heals 0,2*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Heals 0,2*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 2*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
|&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Deals 3*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|DDI}}[[#DDI|DDI]]&lt;br /&gt;
|DNA disintegrating&lt;br /&gt;
|LEGENDARY&lt;br /&gt;
|&lt;br /&gt;
* Deals 10*&amp;lt;POTENCY&amp;gt; radiation damage.&lt;br /&gt;
* WY wants this an awful lot, even considering how deadly it is. &amp;lt;!--No precise instructions.--&amp;gt;&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CIP}}[[#CIP|CIP]]&lt;br /&gt;
|Ciphering&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
* What every researcher wants to accomplish.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|PCI}}[[#PCI|PCI]]&lt;br /&gt;
|Pred ciphering&lt;br /&gt;
|DISABLED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|XMB}}[[#XMB|XMB]]&lt;br /&gt;
|Crossmetabolizing&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* If &amp;lt;POTENCY&amp;gt; is less than 2 this only works on preds.&lt;br /&gt;
* Otherwise works on both preds and humans.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|MYO}}[[#MYO|MYO]]&lt;br /&gt;
|Embryonic&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Larva infection.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
|{{anchor|HGN}}[[#HGN|HGN]]&lt;br /&gt;
|Transfroming&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Infects with an otherwise incredibly hard to obtain disease.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|RAV}}[[#RAV|RAV]]&lt;br /&gt;
|Ravening&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Infects with black goo (the zombie virus).&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|CUR}}[[#CUR|CUR]]&lt;br /&gt;
|Curing&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* If &amp;lt;POTENCY&amp;gt; is 2 or more, cures diseases.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|OMN}}[[#OMN|OMN]]&lt;br /&gt;
|Omnipotent&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Rapidly removes all subtypes of [[Chemistry#generictoxin|generic toxin]].&lt;br /&gt;
* Heals 5*&amp;lt;POTENCY&amp;gt; brute damage.&lt;br /&gt;
* Heals 5*&amp;lt;POTENCY&amp;gt; burn damage.&lt;br /&gt;
* Heals 5*&amp;lt;POTENCY&amp;gt; toxin damage.&lt;br /&gt;
* Sets all other damage types to 0.&lt;br /&gt;
* Removes all status effects.&lt;br /&gt;
* Cures all diseases.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|RAD}}[[#RAD|RAD]]&lt;br /&gt;
|Radius&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Increases flamer fuel range by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Increases fire radius for explosives by 0,1*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|INT}}[[#INT|INT]]&lt;br /&gt;
|Intensity&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Increases flamer fuel intensity by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Increases fire intensity for explosives by 0,1*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|DUR}}[[#DUR|DUR]]&lt;br /&gt;
|Duration&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Increases flamer fuel duration by &amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
* Increases fire duration for explosives by 0,1*&amp;lt;POTENCY&amp;gt;.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|{{anchor|PTR}}[[#PTR|PTR]]&lt;br /&gt;
|Fire penetrating&lt;br /&gt;
|ADMIN&lt;br /&gt;
|&lt;br /&gt;
* Makes fire pierce fire immunity.&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Property Combinations===&lt;br /&gt;
You can combine some properties to create special properties, You don&#039;t actually need to do anything to combine them, Just have them both on the same chemical. -Thank you Jarek&lt;br /&gt;
{| class=&amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%; margin: auto;&amp;quot; |Name&lt;br /&gt;
! style=&amp;quot;width: 25%; margin: auto;&amp;quot; |Properties Required&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#DFB|Defibrilating]]&lt;br /&gt;
|[[Researcher#MST|Muscle Stimulating]], [[Researcher#CDP|Cardiopeutic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#TMB|Thanatometabolizing]]&lt;br /&gt;
|[[Researcher#HPX|Hypoxemic]], [[Researcher#CMB|Cryometabolizing]], [[Researcher#NRC|Neurocrygenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#HDN|Hyperdensificating]]&lt;br /&gt;
|[[Researcher#MST|Muscle Stimulating]], [[Researcher#BNM|Bonemending]], [[Researcher#CRG|Carcinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#HTR|Hyperthrottling]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#HLG|Hallucinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#NRS|Neuroshielding]]&lt;br /&gt;
|[[Researcher#AOL|Alcoholic]], [[Researcher#BLD|Balding]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#AAD|Antiaddictive]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#AHL|Antihallucinogenic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Researcher#ADT|Addictive]]&lt;br /&gt;
|[[Researcher#PST|Psychostimulating]], [[Researcher#NRT|Neurotoxic]]&lt;br /&gt;
|-&lt;br /&gt;
|Find out in game!&lt;br /&gt;
|[[Researcher#CIP|Ciphering]], [[Researcher#XMB|Crossmetabolizing]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hints===&lt;br /&gt;
Dealing with an unknown chemical is like walking blindfolded. The chemical can have any combination of good and bad properties. Discovering what these are will require testing and organized procedures. How to best approach this will be up to the individual researcher. But here&#039;s some things to keep in mind:&lt;br /&gt;
* You need 30 units of a chemical for the XRF to work. If you don&#039;t have enough, you might want to save it until you know the recipe. If you scan a chemical with the XRF you will know everything about the chemical&#039;s properties, given enough clearance.&lt;br /&gt;
* Pay attention to research notes brought back from the colony. Colony notes can describe chemicals that are much stronger than the ones you can discover in the lab.&lt;br /&gt;
* You can scan basic chemicals like Peridaxon and Oxycodone for properties like painkilling and organ-stabilizing.&lt;br /&gt;
* Scanning any new chemical without requested clearance will still give you points, including xenomorph blood.&lt;br /&gt;
* There are only 6 chemicals possible in hydroponics, 3 is clearance one and another 3 are clearance two.&lt;br /&gt;
* Distributing a new chemical can still get you in trouble if you overlooked a really bad effect.&lt;br /&gt;
* If you can&#039;t rely on the marines to bring back research materials, you can try to kick-start your research by mutating plants in hydroponics.&lt;br /&gt;
* Your goal is not to get every single person a sample of your new drug, but to help as many as possible. Use the Turing Dispenser for mass production and persuade your superiors to assist with the distribution.&lt;br /&gt;
&lt;br /&gt;
==Chemical Distribution==&lt;br /&gt;
While it might be fun to inject a monkey (or coworkers) with your wonder-drug, your ultimate goal should be to distribute it to where it is most needed. You should always seek the CMO&#039;s approval before performing mass distribution, because if an accident happens it will be &#039;&#039;your&#039;&#039; medical license that is threatened otherwise. Below are some suggestions to how to distribute your chemicals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:100px;&amp;quot;|Picture&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|Name&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Explanation&lt;br /&gt;
|-&lt;br /&gt;
|[[File:PillBottle.png|64px]]|| Pill bottle || The old classic, but also the slowest in terms of production and ingestion. It&#039;s an efficient way to store a lot of chemical volume, but that&#039;s the only upside, really.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hypospray.png|64px]]|| Hypospray || An experimental high-end chemical injector, used for instant injections. Can be unlocked using a screwdriver, to allow the vial capsule to be ejected as a magazine. Pairing a hypospray with a vial pouch can be an excellent way for one person to distribute a series of research chemicals in the field.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Customautoinjector.png|64px]]|| Custom Autoinjector || If you have a lot of your experimental chemical on hand, then making custom autoinjectors is a good way to distribute it to the masses. A few boxes with empty autoinjectors can be found in your lab. You also can print more of them in Medilathe. You can fill a bunch of autoinjectors easily by loading them in a vial storage box and inserting it into the centrifuge for filling.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Acid_harness.png|64px]]|| ACID Harness || &#039;&#039;&#039;A&#039;&#039;&#039;utomated &#039;&#039;&#039;C&#039;&#039;&#039;hemical &#039;&#039;&#039;I&#039;&#039;&#039;ntegrated &#039;&#039;&#039;D&#039;&#039;&#039;elivery Harness. This is the most advanced form of chemical distribution available. Why rely on someone to know when your wonder-drug should be injected and then to actually do it, when you can leave all the work to a computer that does everything for you? The A.C.I.D. will monitor the vitals status for its user constantly, and depending on your configuration, automatically inject the chemical from an internal vial into the user. Additionally the A.C.I.D. will never overdose its user. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the storage slots in the A.C.I.D. can technically be used for anything that would fit in the webbing, the A.C.I.D. specifically requires both a battery and a vial inside the storage slots in order to operate. A high capacity cell battery will last approximately 50 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A couple of harnesses will be available in the test lab, but if you need more then you can make one by filling a black or brown vest webbing with the following items and then using a wirecutter on the webbing: hypospray, health analyzer, battery, radio, cables.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To configure the A.C.I.D. use a multitool / security access tuner on the webbing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.C.I.D. Core Configuration&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9; width:120;&amp;quot;|Config&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;  width:250;&amp;quot;|Type&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
| Injection Amount || Setting || How much to inject at a time. The A.C.I.D. will recheck its user&#039;s condition after 20 seconds for each unit injected to see if the conditions are still true. If it is, then it will proceed to inject again.&lt;br /&gt;
|-&lt;br /&gt;
| Damage Threshold || Setting || How much damage must be present in any &#039;&#039;damage type&#039;&#039; configuration. If no damage type configurations are enabled, this setting is not used. Damage type configurations are each considered their own condition.&lt;br /&gt;
|-&lt;br /&gt;
| AND / OR || Setting || To use AND or OR logic for the configuration. For OR configuration, it injects if any condition becomes true. For AND configuration, it injects only if all conditions are true at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| Brute || Damage || External brute damage.&lt;br /&gt;
|-&lt;br /&gt;
| Burn || Damage || External burn damage.&lt;br /&gt;
|-&lt;br /&gt;
| Toxin || Damage || Internal toxin damage.&lt;br /&gt;
|-&lt;br /&gt;
| Oxygen || Damage || Internal oxygen damage.&lt;br /&gt;
|-&lt;br /&gt;
| Genetic || Damage || Genetic cell damage.&lt;br /&gt;
|-&lt;br /&gt;
| Heart / Liver / Lungs / Kidneys / Brain || Damage || Damage to the respective organ.&lt;br /&gt;
|-&lt;br /&gt;
| Vitals Level || Condition || Whether or not to inject based on vitals type configuration. If this is not enabled, vitals type configurations are ignored.&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding || Condition || Whether or not the user is bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| Internal || Condition || Whether or not the user has internal bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| Bloodloss || Condition || Whether or not the user has less than 40% blood.&lt;br /&gt;
|-&lt;br /&gt;
| Fracture || Condition || Whether or not the user has a bone fracture.&lt;br /&gt;
|-&lt;br /&gt;
| Splinted || Condition || Whether or not the user is wearing a splint.&lt;br /&gt;
|-&lt;br /&gt;
| Organ damage || Condition || Whether or not an organ has 10 or more damage.&lt;br /&gt;
|-&lt;br /&gt;
| Organ failure || Condition || Whether or not an organ has 30 or more damage.&lt;br /&gt;
|-&lt;br /&gt;
| Death || Condition || Whether or not the user is currently dead.&lt;br /&gt;
|-&lt;br /&gt;
| Defibrillation || Condition || Whether or not the user has just been defibrillated.&lt;br /&gt;
|-&lt;br /&gt;
| Concussion || Condition || Whether or not the user has been knocked down or knocked out.&lt;br /&gt;
|-&lt;br /&gt;
| Intoxication || Condition || Whether or not the user is dazed, slowed, confused, drowsy, dizzy or hallucinating.&lt;br /&gt;
|-&lt;br /&gt;
| Foreign Object || Condition || Whether or not the user contain a foreign object.&lt;br /&gt;
|-&lt;br /&gt;
| Optimal || Vitals || User is 100% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Nominal || Vitals || User is between 80-100% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Low || Vitals || User is between 40-80% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Very Low || Vitals || User is between 10-40% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Critical || Vitals || User is between -10-10% healthy.&lt;br /&gt;
|-&lt;br /&gt;
| Emergency || Vitals || User is less than -10% healthy, but not dead.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Delivery_med.png|64px]]|| Requisitions Delivery Unit || If you want Requisitions to send your chemicals to the surface for you, then you can use this delivery chute to send any item directly down to the Requisitions.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Alien Research: Xenology=&lt;br /&gt;
The art of Xenology. Throughout the operation you will have the opportunity to conduct preliminary research on the Aliens. While this research is more esoteric in nature, providing technical data for the Marine Corps and the Company to use. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At its core, Xenology is accomplished by analyzing alien blood and other liquids, storing dead alien bodies in the research containers, and containing a live alien in the research pen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Xenology Blood Research===&lt;br /&gt;
Each alien will have two or more unique liquids/blood samples to collect. To analyze alienblood you will need a corpse, an empty beaker, and either a syringe or an IV Drip. After collecting the blood sample, you can place it into a Chemical Centrifuge to split up the different samples. Afterwards you can analyze the samples at the XRF Scanner.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Blood properties: ====&lt;br /&gt;
* Acidic Blood - Deals 3 burn damage.&lt;br /&gt;
* Dark Acidic Blood - Deals 6 burn damage.&lt;br /&gt;
* Pheromone Plasma - Makes you high, &#039;&#039;&#039;fixes stuttering, confusion, blurry vision, drowsiness, dizziness, and jitteriness.&#039;&#039;&#039;&lt;br /&gt;
* Catecholamine Plasma - Deals 4 brute damage, &#039;&#039;&#039;makes you faster&#039;&#039;&#039;.&lt;br /&gt;
* Chitin Plasma - &#039;&#039;&#039;Prevents fractures.&#039;&#039;&#039;&lt;br /&gt;
* Neurotoxin Plasma - Deals 7 brain damage, deals 1 toxin damage, makes you jittery and hallucinate.&lt;br /&gt;
* Anti-Neurotoxin - &#039;&#039;&#039;Neuro-Shielding, Prevents being stunned by neurotoxin.&#039;&#039;&#039;&lt;br /&gt;
* Purple Plasma - Deals 2 brute damage.&lt;br /&gt;
* Egg Plasma - Infects with Xeno larva, &#039;&#039;&#039;useful in research&#039;&#039;&#039;.&lt;br /&gt;
* Royal Plasma - Infects with Xeno larva, makes you addicted, deals 4 brute damage, makes you hallucinate, makes you high, makes you jittery, &#039;&#039;&#039;useful in research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Xenology Body and Live Specimen Study===&lt;br /&gt;
You will need the Marines&#039; assistance in securing egg samples, To grow a Xeno, you will need a monkey in a containment cell and an egg, plant the Egg In the containment cell, then wait. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Making Xenos on their own is not useful and is actually be more of a detriment. This might stall the game out, and if the proper precautions were not taken, Xenos may even break out of containment. Not very good.&lt;br /&gt;
&lt;br /&gt;
The better solution is making &#039;&#039;&#039;Corrupted Hive&#039;&#039;&#039;. These are &#039;&#039;&#039;&#039;&#039;potentially&#039;&#039;&#039;&#039;&#039; friendly Xenos that can be used to help in combat and ship security.&lt;br /&gt;
&lt;br /&gt;
==== Materials ====&lt;br /&gt;
* Clearance Level 5X&lt;br /&gt;
* Egg plasma - extracted from Xeno eggs&lt;br /&gt;
* Royal plasma - extracted from an Empress OR can be made by mixing Egg Plasma and Dark Acidic Blood (extracted from a praetorian)&lt;br /&gt;
&lt;br /&gt;
==== Let&#039;s Start Making Xenos ====&lt;br /&gt;
* Make sure you have Level 5X clearance.&lt;br /&gt;
* Scan or re-scan Royal Plasma.&lt;br /&gt;
* Relate with a randomized chemical one unique property of Royal Plasma in the Synthesis Simulator called Cyphering. It will cost 10 points. Different levels of unique properties will make different Xeno hives. Level 2 - Corrupt, Level 3 - Alpha and etc.&lt;br /&gt;
* Make sure the monkey you are using is connected to a blood supply, such as an IV, as the monkey will lose a lot of blood in this process.&lt;br /&gt;
* Infect monkey with egg or Egg plasma.&lt;br /&gt;
* Inject 5 units of modified Royal Plasma, before larva hatches.&lt;br /&gt;
* Good work! This may take some time before the Corrupted Hive hatches so be patient. Do not try to speed up the process.&lt;br /&gt;
&lt;br /&gt;
=Hydroponics Research=&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Note that hydroponics is currently undergoing a rework, much of the information here is subject to change.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hydroponics is the process of growing plants without soil. The Company has provided The USS Almayer&#039;s research wing with a hydroponics laboratory. Here, researchers can grow and experiment with plant genetics. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Machines&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:100;&amp;quot;|&#039;&#039;&#039;Machine:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hydroponicstray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hydroponics tray &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A specialised tray to grow plants in. You may right-click the tray and select &#039;&#039;&#039;Flush Tray&#039;&#039;&#039; to reset it, removing everything including nutrients and refill it with water. The lights on the tray correspond to the state of the plant:&lt;br /&gt;
*&#039;&#039;&#039;Green:&#039;&#039;&#039; Plant is ready to be harvested.&lt;br /&gt;
*&#039;&#039;&#039;Red:&#039;&#039;&#039; Plant is unhealthy, old-aged or dead.&lt;br /&gt;
*&#039;&#039;&#039;Orange/Red flash:&#039;&#039;&#039; High amount of weeds or pests.&lt;br /&gt;
*&#039;&#039;&#039;Yellow:&#039;&#039;&#039; Low amounts of nutrients in the tray.&lt;br /&gt;
*&#039;&#039;&#039;Blue:&#039;&#039;&#039; Low amount of water in the tray. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Seedvendor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;MegaSeed Servitor&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Vendor that contains the basic seeds needed to get started.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Seedextractor.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Seed extractor &amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Extracts seeds from harvested plants. Insert a plant sample to obtain seeds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Centrifuge.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Lysis-isolation Centrifuge&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | By inserting a flora data disk and any plant material (such as seeds or samples), this machine allows you to process the genome of said plant. The plant material is destroyed in the process. &lt;br /&gt;
&lt;br /&gt;
Once analyzed, a set of genes can be extracted. This can be done only a certain number of times before the genes decay completely. The extracted data is saved to the floral data disk. This disk can then be used in the Bioballistic delivery system. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Bioballistic.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bioballistic delivery system.&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Uses data disks with extracted genomes from the Lysis-isolation Centrifuge. By inserting a disk and a target plant sample, you can override the existing gene with the stored one. Use this to  positively select your plants. If you modify a sample genome too many times, the genome will decay completely. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Items&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:100;&amp;quot;|&#039;&#039;&#039;Item:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Floradisk.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Flora data disk &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Data disk for storing plant genes. Used with the lysis-isolation centrifuge and bioballistic delivery system. Can only contain a single gene. Empty data disks can be found in the flora disk boxes inside the hydroponics locker. They can also be stored in the disk cabinet for better organization.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantanalyzer.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant analyzer &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to analyze plants quickly and get a reading of its general properties.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hoe.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Mini hoe &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The mini garden hoe can be used to uproot weeds from hydroponics trays. Using the garden hoe will damage the plant slightly. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantclipper.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant Clippers &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A specialised clipping tool for taking samples off plants. Use this if you want a sample from a plant before maturity, or if you want to harvest without removing the plant completely. Alternatively, other cutting tools may be used.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hatchet.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hatchet &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to cut down large plants into smaller parts. Usually wood. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Spade.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Spade &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Used to move dirt around. But we don&#039;t have dirt onboard, so it has little purpose right now. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Bucket.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Bucket &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Its a bucket. Fill it with water and pour it somewhere. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Plantbag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Plant bag &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Lets you carry a large amount of plant goods around. Click on a tile to store all the plants on that tile in the bag. Use the bag again to drop everything on another tile. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Hydroponicsspray.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Hydroponics spray &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Functions similarly to a space cleaner spray. Comes with ammonia. You might want to empty it and fill it with your own special mixture. You can spray this on hydroponics trays to add chemicals to them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;How to do Hydroponics Research&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:100;&amp;quot;|&#039;&#039;&#039;Subject:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Identifying Genes &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Modifying your plants can require a lot of work and you may want to take notes during it. Gene labels are reordered and randomized each round, so identifying them requires some trial an error in figuring out which gene corresponds to what trait. Using the plant analyzer will be a great help during this. If you see a plant has a desired trait, try to extract one gene at a time from that plant and apply it to another. Once you see that the desired changes have occurred, you&#039;ve identified the gene. &#039;&#039;&#039;A gene label represents the same trait across all plants&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some traits won&#039;t do much, while others can have drastic effects. &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Mutating plants &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Radioactive compounds might mutate your plants. Unlike the above process, this relies on RNG. It can kill the plant, change its properties or create an entirely new species. The plant might even start producing new chemicals. To mutate a plant, you need to put 60-120u of [[#mutagen|Unstable Mutagen]] in the hydroponics tray that contains the plant you wish to mutate.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;br&amp;gt;&#039;&#039;&#039;Keeping your plants alive &#039;&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Plants are living things and they can die of old age or if not taken care of. Make sure to remove pests and weeds. Some chemicals are beneficial and provides nutrients, while others can be toxic. If your plant is unhealthy, it might contain a lot of toxins, be weeded or contain pests. Providing your plants with water and nutrients will make them slowly heal. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
[[File:Researcher_skill_set.png]]&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
= Additional User made information=&lt;br /&gt;
* [https://cm-ss13.com/forums/showthread.php?3414-Magnus-Opus-on-Reasearch-by-Cory-Paulson Magnum Opus on Research] by Cory Paulson&lt;/div&gt;</summary>
		<author><name>Frankwater0522</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=22599</id>
		<title>Marine Equipment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Equipment&amp;diff=22599"/>
		<updated>2022-07-04T18:34:09Z</updated>

		<summary type="html">&lt;p&gt;Frankwater0522: /* USCM Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy. We got tactical smart missiles, phase plasma pulse rifles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks...&#039;&#039;&amp;quot; - Private Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;I wanna introduce you to a personal friend of mine. It is an M41A Pulse Rifle. Ten millimetre, with over-and-under thirty millimetre pump action grenade launcher.&#039;&#039;&amp;quot; ―Corporal Hicks, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Marines|Colonial Marines]] are equipped with the best equipment around, well with what a couple thousand dollars can buy, at least. They have a load-out of a lot of equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Basic Weapon Parameters=&lt;br /&gt;
The following are parameters most weapons have in some combination:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy:&#039;&#039;&#039; Determines the probability of a ranged weapon hitting a target when its projectiles enter the target&#039;s space. Melee weapons do not use this parameter and always hit their target if it&#039;s in range barring special exceptions, like shields and weapons that can deflect melee blows. Tends to decrease when a weapon is in burst mode. A projectile&#039;s accuracy normally decays with each tile travelled; the further a projectile moves, the less likely it is to hit a target. It may not reduce damage falloff from distance travelled by a projectile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Punch:&#039;&#039;&#039; Determines the probability of a weapon breaking the target&#039;s armour. &#039;&#039;&#039;No Longer used&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Penetration:&#039;&#039;&#039; Determines the probability of a weapon bypassing the target&#039;s armour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Count:&#039;&#039;&#039; Determines how many shots are discharged per burst fire for any weapon with a burst fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage:&#039;&#039;&#039; Determines how much damage a weapon deals per attack/projectile. Further, this damage can differ between melee and ranged attacks if a weapon is capable of both. Their values can be seen under the weapon&#039;s &#039;&#039;&#039;Ammunition&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Falloff:&#039;&#039;&#039; Determines how much stopping power the bullet will lose for every tile it travels by. This starts immediately after the bullet has left the barrel. The closer you are to the target, the more damage you can inflict upon them. Certain weapons have no damage fall off, which means at any range, they bullet will always deal its maximum damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effective Range:&#039;&#039;&#039; Determines the effective range of a weapon where the bullets will deal maximum damage. If it reaches beyond effective range, the damage falloff will start to take effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire/Attack Rate:&#039;&#039;&#039; Determines how quickly the weapon can shoot/attack, and the delay between consecutive shots/attacks. A higher fire rate means a reduced delay between attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recoil:&#039;&#039;&#039; Determines the amount of screen shake that happens when a ranged weapon is fired. Has no direct adverse effect on Accuracy or Spread, though it can throw off the placement of your clicks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spread:&#039;&#039;&#039; Not to be confused with Accuracy; determines how much a projectile from a firearm can deviate from the intended target tile; higher spread equals more deviation. Tends to increase when a weapon is in burst mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Size:&#039;&#039;&#039; Determines what kind of container the weapon can fit into. Most weapons are &#039;bulky&#039; in size and thus cannot fit into boxes or backpacks normally.&lt;br /&gt;
&lt;br /&gt;
=USCM Weapons=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Standard Weapons&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol}}[[File:M4a3.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol|&#039;&#039;&#039;M4A3 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &lt;br /&gt;
{{M4A3 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|88 Mod 4}}[[File:88m4.png|64px]]&lt;br /&gt;
[[#88 Mod 4|&#039;&#039;&#039;88 Mod 4&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Description}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{88Mod4  damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Combat Revolver}}[[File:44magnum.png|64px]]&lt;br /&gt;
[[#M44 Combat Revolver|&#039;&#039;&#039;M44 Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{{M44 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M44 damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Submachine Gun}}[[File:M39_Variants.gif|64px]]&lt;br /&gt;
[[#M39 Submachine Gun|&#039;&#039;&#039;M39 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{M39 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M39 damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|M41A Pulse Rifle MK2}}[[File:M41A_Variants.gif|64px]]&lt;br /&gt;
[[#M41A Pulse Rifle MK2|&#039;&#039;&#039;M41A Pulse Rifle MK2&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 damage against armor}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; 10px;&amp;quot; |{{Anchor|L42A Battle Rifle}}[[File:L42.gif|64px]]&lt;br /&gt;
[[#L42A Battle Rifle|&#039;&#039;&#039;L42A Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{L42A Description}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Stats}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{L42A Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{L42A damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M37A2 Pump Shotgun}}[[File:M37_Variants.gif|64px]]&lt;br /&gt;
[[#M37A2 Pump Shotgun|&#039;&#039;&#039;M37A2 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{M37 Description}}&lt;br /&gt;
&lt;br /&gt;
{{M37 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Shotgun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M37 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M37 damage against armor}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 &#039;Night Raider&#039; bayonet}}[[File:knife.png|64px]]&lt;br /&gt;
[[#M5 &#039;Night Raider&#039; bayonet|&#039;&#039;&#039;M5 &#039;Night Raider&#039; bayonet&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The standard issue bayonet knife issued to Colonial Marines. A sharp cutting tool that can be hidden in your marine combat boots or held in your teeth (Mask slot). Very useful for cutting through materials as well as grass, but it should only to be used as a last resort against enemies. Can be attached to weapons that allow bayonets on the muzzle.&lt;br /&gt;
&lt;br /&gt;
{{M5 &#039;Night Raider&#039; bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M11 Throwing Knife}}[[File:throwing-knife.png|64px]]&lt;br /&gt;
[[#M11 Throwing Knife|&#039;&#039;&#039;M11 Throwing Knife&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A military knife designed to be thrown at the enemy. Much quieter than a firearm, but requires a steady hand to be used effectively.&lt;br /&gt;
&lt;br /&gt;
{{M11 Throwing Knife Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2132 Machete}}[[File:Machete.png|64px]]&lt;br /&gt;
[[#M2132 Machete|&#039;&#039;&#039;M2132 Machete&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Latest issue of the USCM Machete. Unlike the Survival Knife, this can not slide on to marine boots, but it can fit on to your waist. Great for clearing out jungle or brush on outlying colonies. Found commonly in the hands of scouts and trackers, but difficult to carry with the usual kit. It comes with a scabbard which can fit on to your back, belt or armor. Cuts vegetation in one hit, as opposed to the M5 Bayonet.&lt;br /&gt;
Commonly found in requisitions and the Automated closets of most marines.&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Specialist&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42A Scoped Rifle}}[[File:M42A_Scoped_rifle.png]]&lt;br /&gt;
[[#M42A Scoped Rifle|&#039;&#039;&#039;M42A Scoped Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals a considerable amount of damage per bullet and is capable of attacking and hitting targets at extreme ranges, additionally it has in-built IFF meaning that it can be fired past USCM and corporate personnel without having to worry about friendly fire. It comes equipped with a high power scope allowing the user a wide range of vision. For drawbacks, this weapon is limited to fifteen rounds per magazine, a very obvious and loud firing noise, and the fact that it is wholly ineffective in close range combat as bullets fired too close to the user will miss.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Sniper Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M42A Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M42A Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M42A damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|XM42B Anti Materiel Rifle}}[[File:XM42B_Anti_Materiel_Rifle.png]]&lt;br /&gt;
[[#XM42B Anti Materiel Rifle|&#039;&#039;&#039;XM42B Anti Materiel Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental anti-materiel rifle produced by Armat Systems, recently reacquired from the deep storage of an abandoned prototyping facility. This one in particular is currently undergoing field testing. Chambered in 10x99mm Caseless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{XM42B Stats}}&lt;br /&gt;
&lt;br /&gt;
{{XM42B Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{XM42B Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{XM42B damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M92 Grenade Launcher}}[[File:GrenadeLauncher.png|64px]]&lt;br /&gt;
[[#M92 Grenade Launcher|&#039;&#039;&#039;M92 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | The grenade launcher is a two-handed weapon that can hold and fire up to five grenades of any variety. The most lethal aspect of the grenade launcher is the stunning effect it has on even larger versions of an Alien.&lt;br /&gt;
This weapon is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Heavy Grenadier Loadout&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This weapon is able to fire through marines and aliens alike, allowing it to bombard the enemy.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This weapon has a minimum range of two tiles in front of you, if you try and fire at a closer range you will not be able to.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M92 Grenade Launcher Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M5 RPG}}[[File:M5_RPG.png|64px]]&lt;br /&gt;
[[#M5 RPG|&#039;&#039;&#039;M5 RPG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A reloadable, single shot RPG. This weapon carries the most powerful ordnance available to marine infantry in the form of either High Explosive, Armor Piercing, or White Phosphorus 84mm rockets. Operators should keep in mind that M5 RPG ammo is scarce, while the launcher itself can be unwieldy to deploy and take a few seconds to be ready to fire from a resting position. Operators should also keep in mind that the Almayer&#039;s M5 RPG model is reusable, but lacks an auto-tracking feature.&lt;br /&gt;
By default, the M5 RPG comes loaded with an HE rocket, it can be unloaded if needed.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Demolitionist Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M5 RPG Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4RA Battle Rifle}}[[File:M4RA.png]]&lt;br /&gt;
[[#M4RA Battle Rifle|&#039;&#039;&#039;M4RA Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An experimental designated marksman rifle of the USCM. Has a relatively slow rate of fire but deals slightly more damage per round while also possessing a functional burst fire mode. Uses special A19 high velocity rounds.&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; utilizing the &#039;&#039;&#039;Scout Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4RA Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M4RA Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M4RA Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M4RA damage against armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240-T Incinerator}}[[File:M240-T_Incinerator.png]]&lt;br /&gt;
[[#M240-T Incinerator|&#039;&#039;&#039;M240-T Incinerator&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the M240 Incinerator that was developed with extensive usage in mind and as such it&#039;s compatible with much larger incinerator tanks as well as two experimental fuel types: B and X each with their own set of unique attributes. The M240-T additionally allows for the usage of the M240&#039;s Incinerator tanks, so you never have to worry about running out of fuel during an operation. For the ability to swap between fuel tanks on the fly, you must have the Broiler-T flexible refuelling system equipped in order to use it. Otherwise you can load it like a normal flamethrower.&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;Unique-Action&#039;&#039;&#039; swaps between the fuel tanks as long as you have them in the Boiler-T.&lt;br /&gt;
&lt;br /&gt;
This is only available for &#039;&#039;&#039;Specialists&#039;&#039;&#039; using the &#039;&#039;&#039;Pyrotechnician Loadout&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is advised to attach a magnetic harness to the M240-T because it will attach itself to the Boiler-T when dropped.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240-T Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M240-T Attachments}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver Special}}[[File:CMateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver Custom|&#039;&#039;&#039;Mateba Autorevolver Custom&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is a limited edition produced for the USCM, and issued in extremely small amounts. Was a mail-order item back in 2172, and is highly sought after by officers across many different battalions. This autorevolver (as well as its other variants) has a special [[Marine Law#Executions|execution]] attack that can be achieved by [[Space Station 13 Guide#Marine Interface|firing point blank]] into a human target as long as the target is still. It comes with a customization kit to change to one of the three specialized barrels if the commander sees fit.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Autorevolver Custom Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba damage against armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Polished Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky 50 caliber pistol with a serious kick, probably taken from some museum somewhere. Its rosewood grips signify this much: it&#039;s hella classy.&lt;br /&gt;
&lt;br /&gt;
It is issued and only used by the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{Desert Eagle damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M44 Custom Combat Revolver}}[[File:44magnumC.png|64px]]&lt;br /&gt;
[[#M44 Custom Combat Revolver|&#039;&#039;&#039;M44 Custom Combat Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|A bulky combat revolver. The handle has been polished to a pearly perfection, and the body is silver plated. Overall, a slightly better version of the standard issue revolver in terms of damage and accuracy. Fires .44 Magnum rounds. Carried by [[Senior_Enlisted_Advisor|Senior Enlisted Advisors]] and [[Requisitions_Officer|Requisition Officers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M44 Custom Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M44 Custom damage vs armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{VP78 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 damage against armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Custom Pistol}}[[File:M4a3Commander.png|64px]]&lt;br /&gt;
[[#M4A3 Custom Pistol|&#039;&#039;&#039;M4A3 Custom Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |This special variant of the M4A3 Pistol has an ivory-colored grip and has a slide carefully polished yearly by a team of orphan children. Looks like it belongs to a low-ranking officer. It is slightly better than the M4A3 Service Pistol in terms of statistics, in terms of damage and accuracy.&lt;br /&gt;
Standard issue to &#039;&#039;&#039;[[Staff Officer|Staff Officers]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Pilot_Officer|Pilot Officers]]&#039;&#039;&#039;, [[Squad Radio Telephone Operator|&#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;]] and &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Custom Pistol Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Ammunition SD}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M4A3 Custom damage against armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SU-6 Smart Pistol}}[[File:Smartpistol.png|64px]]&lt;br /&gt;
[[#SU-6 Smart Pistol|&#039;&#039;&#039;SU-6 Smart Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
{{Smart Pistol Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{Smart Pistol damage against armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flare Gun}}[[File:Flare Gun.png|64px]]&lt;br /&gt;
[[#M82-F flare gun|&#039;&#039;&#039;M82-F flare gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Flare Gun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |[[File:Mini_Scope.png|64px]][[Marine_Equipment#Rail|S4 2x Telescopic Mini-Scope]] (Default - Cannot be removed)&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
|}&lt;br /&gt;
 |-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56 Smartgun|&#039;&#039;&#039;M56 Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The most complicated weapon available to a marine. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow marine due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of marines without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;[[Squad Smartgunner|Smartgunners]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Squad Specialist|Squad Specialists]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Commanding Officer|the Commanding Officer]]&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; can use this weapon, it&#039;s only available inside the Smartgunners Equipment vendor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Smartgun has several different options for the operator to configure:&lt;br /&gt;
{{Smartgun Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{Smartgun damage against armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mk221 Tactical Shotgun}}[[File:wytacshotgun.png|64px]]&lt;br /&gt;
[[#Mk221 Tactical Shotgun|&#039;&#039;&#039;Mk221 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A unique corporate made semi-automatic shotgun with a rapid fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber.&lt;br /&gt;
Can be found in the [[Military Police]] armory and each department&#039;s Red Alert armory. A few can be found in various planetside armories as well, notably Solaris Ridge&#039;s Lambda Labs, Prison Station&#039;s Research Armory, and Corsat&#039;s Security Department Armories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK221 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Shotgun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{MK221 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M37 damage against armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|MOU53 break action shotgun}}[[File:MOU53.png|64px]]&lt;br /&gt;
[[#MOU53 break action shotgun|&#039;&#039;&#039;MOU53 break action shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{MOU53 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;MOU53 Kits&#039;&#039;&#039; in Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{MOU53 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{MOU53 damage against armor}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M81 Riot Grenade Launcher}}[[File:M81_Riot_GL.png|64px]]&lt;br /&gt;
[[#M81 Riot Grenade Launcher|&#039;&#039;&#039;M81 Riot Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A grenade launcher specifically devoted to the suppression of dissidents and mutinous crew.&lt;br /&gt;
&lt;br /&gt;
Can be found in the [[Military Police]] armory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:M66_Tear_Gas_Grenade.png]]&lt;br /&gt;
[[#M66 Tear Gas Grenade|&#039;&#039;&#039;M66 Tear Gas Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |Forms a rough 7x7 area of pepperspray smoke. Effective against humans.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:70%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M79 Grenade Launcher}}[[File:m79_grenade_launcher.png|64px]]&lt;br /&gt;
[[#M79 Grenade Launcher|&#039;&#039;&#039;M79 Grenade Launcher&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{M79 Description}}&lt;br /&gt;
&lt;br /&gt;
Can be found in &#039;&#039;&#039;Requisitions&#039;&#039;&#039; or weapon guncases.&lt;br /&gt;
&lt;br /&gt;
{{M79 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M79 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M240A1 Incinerator Unit}}[[File:Flamethrower.png|64px]]&lt;br /&gt;
[[#M240A1 Incinerator Unit|&#039;&#039;&#039;M240A1 Incinerator Unit&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M240A1 Description}}&lt;br /&gt;
&lt;br /&gt;
They can be found in the Squad Leaders Equipment vendor and Requisitions Armaments Vendors. More incinerators can be ordered from requisitions if required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M240A1 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M240A1 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41AE2 Heavy Pulse Rifle}}[[File:m41ae2.png|64px]]&lt;br /&gt;
[[#M41AE2 Heavy Pulse Rifle|&#039;&#039;&#039;M41AE2 Heavy Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41AE2 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It can be ordered from requisitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M41AE2 damage against armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Mk1 Pulse Rifle}}[[File:m41amk1.png|64px]]&lt;br /&gt;
[[#M41A Mk1 Pulse Rifle|&#039;&#039;&#039;M41A Mk1 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M41A MK1 Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK1 damage against armour}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M46C Pulse Rifle}}[[File:M46C.png|64px]]&lt;br /&gt;
[[#M46C Pulse Rifle|&#039;&#039;&#039;M46C Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special prototype M46C, designed to outperform the aging standard M41A. The rifle starts preloaded with an incendiary magazine. Property of the &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039;. This rifle is capable of firing 5-rounds in one burst.. It has an IFF module integrated into it, allow you to fire through friendlies at the cost of trading your 5-rounds burst capabilities and a small reduction to the weapon&#039;s single fire rate. The IFF mode can be toggled on and off with the Weapon Tab by pressing the &#039;&#039;&#039;Toggle Lethal mode&#039;&#039;&#039;. It is compatible to both M41A MK1 and M41A MK2 magazines. This does not apply to special magazines in the M41A weapons system such as the M4RA and the M41AE2. &lt;br /&gt;
&lt;br /&gt;
Only available inside the Commanding Officer&#039;s secure box inside the Command Armory when there is a Commanding Officer around.&lt;br /&gt;
&lt;br /&gt;
Spawns with its underbarrel, muzzle and rail attachments randomized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M46C Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M46C Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M46C Attachments}}&lt;br /&gt;
&lt;br /&gt;
{{M46C damage against armor}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Ceremonial Sword}}[[File:CeremonialSword.png|64px]]&lt;br /&gt;
[[#Ceremonial Sword|&#039;&#039;&#039;Ceremonial Sword&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | A fancy ceremonial sword passed down from generation to generation. Despite this, it has been very well cared for, and is in top condition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Ceremonial Sword Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Restricted Static Weapons &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56D Mounted Smartgun}}[[File:M56D.png|64px]]&lt;br /&gt;
[[#M56D Mounted Smartgun|&#039;&#039;&#039;M56D Mounted Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M56D Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M56D Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M56D Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M56D Construction and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M2C Heavy Machine Gun}}[[File:M2C_HMG.png|64px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{M2C Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2C Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M2C Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M2C Deployment and Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M20 Mine Box}}[[File:M20_mine_box.png|64px]]&lt;br /&gt;
[[#M20 Mine Box|&#039;&#039;&#039;M20 Mine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A secure box holding anti-personnel proximity mines. There are 5 M20 Claymore anti-personnel mines per mine box. They cost $3000 to order two boxes, totaling 10, from Requisitions.&lt;br /&gt;
&lt;br /&gt;
{{Mine Deployment and Deactivation}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|UA 571-C Sentry}}[[File:SentryGun.png|64px]]&lt;br /&gt;
[[#UA 571-C Sentry|&#039;&#039;&#039;UA 571-C Sentry&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Via IFF, they are unable to hit friendly marines, allowing them to be safely placed behind marine lines as they lay down suppressing fire. The sentry has a 135 degree firing arc, 5 tile range and a steady fire rate. Has 500 bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UA 571-C Sentry Stats}}&lt;br /&gt;
&lt;br /&gt;
{{UA 571-C Sentry Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Sentry Gun Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | {{Anchor|UA 42-F Sentry Flamer}}[[File:Flamer-Sentry-Gun.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;UA 42-F Sentry Flamer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |  The Flamethrower Sentry Gun automatically tracks and fires upon any target that is wearing an ID not hooked up to the Almayer&#039;s systems. Just like the UA 571-C Sentry gun, this sentry has IFF but the fire that lingers doesn&#039;t. The flamethrower sentry has a 135 degree firing arc, 5 tile range and a slow fire rate. Has 100 units of fuel.&lt;br /&gt;
&lt;br /&gt;
{{UA 42-F Sentry Flamer Stats}}&lt;br /&gt;
&lt;br /&gt;
{{UA 42-F Sentry Flamer Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Sentry Gun Maintenance}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|21S Tesla Coil}} [[File:Tesla-Coil.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;21S Tesla Coil&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;| A perfected way of producing high-voltage, low-current and high frequency electricity. Minor modifications allow it to only hit hostile targets with a devastating shock. When hostile targets are zapped, they are significantly slowed down. It has a maximum range of 3 tiles, though if other defence modules are placed in its range, they&#039;ll be zapped and disabled.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Bell-Tower.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;R-1NG bell tower&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A tactical advanced version of a normal alarm. Designed to trigger an old instinct ingrained in humans when they hear a wake-up alarm, for fast response. It has a 1 tile range, meaning anything next to it will trigger the alarm. Once triggered, the hostile that triggers it will be slowed down for a short duration. Though if the same hostile enters the range again, they won&#039;t trigger it. It will only trigger when a different hostile entity enters the bell tower&#039;s range.&lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Defence-Flag.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;JIMA Planted Flag &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A planted flag with the iconic USCM flag plastered all over it, you feel a burst of energy by its mere sight. An inspiring piece of work that just screams of freedom. This flag once activated, provides a permanent Focus and Hold order buff to all nearby marines within a 5x5 range. Multiple flags overlapping will not improve the buff but if placed correctly, it will extend it. &lt;br /&gt;
&lt;br /&gt;
{{Static Non-Directional Deployment and Maintenance}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:sentry_upgrade_kit.png|64px]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Sentry Upgrade Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Can be bought for 30 points. Allows the engineer to upgrade their chosen handheld defense into the below upgrades:&lt;br /&gt;
&lt;br /&gt;
{{Sentry Upgrades}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M402 Mortar}}[[File:M402_Mortar.png]]&lt;br /&gt;
[[#M402 Mortar|&#039;&#039;&#039;M402 Mortar&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Manual, crew-operated mortar system intended to rain down 80mm goodness on anything it&#039;s aimed at. Has a minimum range of 10 tiles. &#039;&#039;&#039;Can only be obtained via [[Requisitions#M402 mortar crate|Requisitions]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Mortar Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mortar Usage}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To use a grenade, simply prime it by clicking it (or pressing &#039;&#039;&#039;Z&#039;&#039;&#039; if in hotkey mode) in your active hand then click the tile you want to throw the grenade to. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; toggle throw mode after priming as priming a grenade automatically activates throw mode.&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; throw or launch grenades diagonally if there is a marine or wall next to you, while bullets can fly diagonally past a wall, grenades can&#039;t and will bounce back to you.&lt;br /&gt;
&lt;br /&gt;
There are two kinds of explosive grenades:&lt;br /&gt;
* Blast: Standard explosive grenades that deal damage once they detonate.&lt;br /&gt;
* Fragmentation: Grenades that explode into shrapnel hitting anything in a large radius, barricades block shrapnel, doing minimal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Many explosives are amplified in small and condensed rooms.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|C4 Explosive Charge}}[[File:c4.png|64px]]&lt;br /&gt;
[[#C4 Explosive Charge|&#039;&#039;&#039;C4 Explosive Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |C4 is typically issued to Squad Leaders, Specialists (Using the Demolitions Loadout), Engineers and Responders. C4 is primarily used for quickly breaking into secure buildings, but it&#039;s also the most effective method to destroy alien tunnels. The minimum time that can be set on a charge is 10 seconds and detonates in a 1.5 meter radius.&amp;lt;br&amp;gt;&#039;&#039;&#039;Squad Engineers&#039;&#039;&#039; and &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; start with 1 in their vendor though they can buy additional blocks for 5 points, &#039;&#039;&#039;Demolition Specialists&#039;&#039;&#039; and &#039;&#039;&#039;Scout Specialists&#039;&#039;&#039; start with 2 in their crate. Additionally can be vended from the armaments vendor in requisitions. Anyone with [http://cm-ss13.com/wiki/The_Skill_System &#039;&#039;&#039;Trained&#039;&#039;&#039;] level of engineering can plant C4.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Breaching Charge}}[[File:Breaching Charge.png|64px]]&lt;br /&gt;
[[#Breaching Charge|&#039;&#039;&#039;Breaching Charge&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Breaching_Charge_Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 5 Shrapnel Grenade}}[[File:Type5.png|64px]]&lt;br /&gt;
[[#Type 5 Shrapnel Grenade|&#039;&#039;&#039;Type 5 Shrapnel Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade found within the ranks of the UPP. Designed to explode into shrapnel and rupture the bodies of opponents. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by &#039;&#039;&#039;UPP Personnel&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Type 8 White Phosphorus Grenade}}[[File:Type8.png|64px]]&lt;br /&gt;
[[#Type 8 White Phosphorus Grenade|&#039;&#039;&#039;Type 8 White Phosphorus Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A deadly gas grenade found within the ranks of the UPP. Designed to spill white phosporus on the target. It explodes 2 seconds after the pin has been pulled.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Webley Mk15 Stick Grenade}}[[File:Mk15.png|64px]]&lt;br /&gt;
[[#Webley Mk15 Stick Grenade|&#039;&#039;&#039;Webley Mk15 Stick Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A fragmentation grenade produced in most colonies, most commonly using old designs and schematics. It explodes after 3 seconds after the pin has been pulled.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Improvised Fire Bomb}}[[File:Improvised_Firebomb.png|64px]]&lt;br /&gt;
[[#Improvised Fire Bomb|&#039;&#039;&#039;Improvised Fire Bomb&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A potent, improvised firebomb, coupled with a pinch of gunpowder. Cheap, very effective, and deadly in confined spaces. Commonly found in the hands of rebels and terrorists. It can be difficult to predict how many seconds you have before it goes off, so be careful. Chances are, it might explode in your face.&lt;br /&gt;
It is used by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and &#039;&#039;&#039;Survivors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M12 Blast Grenade}}[[File:M12_Blast_grenade.png|64px]]&lt;br /&gt;
[[#M12 Blast Grenade|&#039;&#039;&#039;M12 Blast Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high-explosive grenade produced for private security firms.&lt;br /&gt;
It is used by the &#039;&#039;&#039;PMCs&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M15 Fragmentation Grenade}}[[File:Grenade.png|64px]]&lt;br /&gt;
[[#M15 Fragmentation Grenade|&#039;&#039;&#039;M15 Fragmentation Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Explodes in a 6x6 blast radius with a large shrapnel range. An outdated USCM Fragmentation Grenade. With decades of service in the USCM, the old M15 Fragmentation Grenade is slowly being replaced with the slightly safer M40 HEDP. It is set to detonate in 4 seconds. Better radius and explosive power than the M40 HEDP.&lt;br /&gt;
They&#039;re available in the ColMarTech Automated Armament Vendor or by ordering &#039;&#039;&#039;Explosives crates&#039;&#039;&#039; from Cargo.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HPDP Grenade}}[[File:M40_HPDP.png|64px]]&lt;br /&gt;
[[#M40 HPDP Grenade|&#039;&#039;&#039;M40 HPDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M40 HPDP is a small, but powerful phosphorus grenade. It is set to detonate in 2 seconds.&lt;br /&gt;
Sets ablaze whoever enters the phosphorus cloud with intense burning smoke.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Grenade}}[[File:M40 HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;M40 HEDP Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5x5 blast radius, these Grenades also have the potential to damage nearby walls. Take care when using near structures leading to space or even near your own marines! It is set to detonate in 5 seconds.&lt;br /&gt;
Both the &#039;&#039;&#039;Demolition Specialist&#039;&#039;&#039; and &#039;&#039;&#039;Heavy Grenadier Specialist&#039;&#039;&#039; has these grenades in their vendors at round start. More can be ordered in Cargo.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Grenade}}[[File:M50 HEFA.png|64px]]&lt;br /&gt;
[[#M40 HEFA Grenade|&#039;&#039;&#039;M40 HEFA Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Explodes in a 5x5 blast radius with a large shrapnel range. High-Explosive Fragmenting-Antipersonnel. A small, but deceptively strong fragmentation grenade that has been phasing out the M15 fragmentation grenades alongside the M40 HEDP. Extremely lethal near the epicentre of the explosion. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face. Capable being loaded in the M92 launcher, or thrown by hand.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F 40mm Grenade}}[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated jagged shrapnel. M74 - Airburst Grenade Munition - Fragmentation. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse jagged shrapnel in a cone in front of itself, tearing through sinews and armour alike. Dispersion pattern is optimized against large target. Suffers from overpenetration on a direct hit.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=IfB4ee5XzqI&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-I 40mm Grenade}}[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | Exploding in a 60 degrees directional cone with concentrated flaming shrapnel spread and a cone of fire. M74 - Airburst Grenade Munition - Incendiary. This grenade must be launched with a grenade launcher, and detonates once it reaches its destination. It disperse a cone of lingering flames in a small area in front of it. The warped pieces of the grenade can also set fire as they fly away.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TM-5ahHUlU4&amp;amp;ab_channel=Sargeantmuffinman &#039;&#039;&#039;Video Demonstration&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Must be loaded into a Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HIDP Incendiary Grenade}}[[File:incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;M40 HIDP Incendiary Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Exploding in a 5 tile diameter and a 3x3 tile square, incendiary grenades are a powerful area of denial weapon that can deal immense damage to a hostile target if it&#039;s caught in the fire. The difference with this grenade is that its effects linger for a while making it useful in keeping Aliens back.&lt;br /&gt;
&#039;&#039;&#039;Squad Engineers&#039;&#039;&#039; are able to buy them in their vendors at round start. &#039;&#039;&#039;Corporate Commando Units&#039;&#039;&#039; start with one as well.&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HSDP Smoke Grenade}}[[File:Smoke_grenade.png|64px]]&lt;br /&gt;
[[#M40 HSDP Smoke Grenade|&#039;&#039;&#039;M40 HSDP Smoke Grenade&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Standard issue USCM smoke grenade, does what it says on the tin. Primarily useful to deal with insurgents in colonies or potential hostile boarders.&lt;br /&gt;
&#039;&#039;&#039;[[Squad Leader|Squad Leaders]]&#039;&#039;&#039; start with 2 smoke grenades in their vendors at round start.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Explosives and Ammo Boxes&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
=== KEEP AWAY FROM FIRE. ===&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEDP Box}}[[File:M40_HEDP_box.png |64px]]&lt;br /&gt;
[[#M40 HEDP Box|&#039;&#039;&#039;M40 HEDP Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Dual-Purpose grenades. Highly explosive, don&#039;t store near flamer fuel. Has a coloured stripe indicating which type of grenade is in the box at a glance.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M40 HEFA Box}}[[File:M40_HEFA_box.png |64px]]&lt;br /&gt;
[[#M40 HEFA Box|&#039;&#039;&#039;M40 HEFA Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M40 High-Explosive Fragmenting-Antipersonnel grenades. Highly explosive, don&#039;t store near flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. The shrapnel can carry a long way, and might just end up back in your face.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M74 AGM-F Grenade Box}}[[File:M74_AGM-F_Grenade_Box.png |64px]]&lt;br /&gt;
[[#M74 AGM-F Grenade Box|&#039;&#039;&#039;M74 AGM-F Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Grenades.&#039;&#039;&#039; A secure box holding 25 M74 AGM Fragmentation grenades. Explosive, don&#039;t store near the flamer fuel. Has a colored stripe indicating which type of grenade is in the box at a glance. Be careful when using these, their potential for friendly fire is easy to underestimate. Can only be loaded into a grenade launcher.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M07 Training grenade Box}}[[File:M07 Training Grenade Box.png|64px]]&lt;br /&gt;
[[#M07 Training Grenade Box|&#039;&#039;&#039;M07 Training Grenade Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 25 Training Grenades.&#039;&#039;&#039; A secure box holding 25 M07 training grenades. Harmless and reusable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (M4A3 x 16)}}[[File:M4A3 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M4A3 x 16)|&#039;&#039;&#039;Magazine Box (M4A3 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (M44 x 16)}}[[File:SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (M44 x 16)|&#039;&#039;&#039;Magazine Box (M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Marksman M44 x 16)}}[[File:Marksman_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Marksman M44 x 16)|&#039;&#039;&#039;Magazine Box (Marksman M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 marksman speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|Magazine Box (Heavy M44 x 16)}}[[File:Heavy_SpeedLoader_Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (Heavy M44 x 16)|&#039;&#039;&#039;Magazine Box (Heavy M44 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot;|&#039;&#039;&#039;Contains 16 heavy speed loaders.&#039;&#039;&#039; A box for holding many speedloaders with a carrying handle, must be opened on the ground. This one contains speedloaders for the M44 Revolver.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (88 Mod 4 AP x 16)}}[[File:88Mod4 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (88 Mod 4 AP x 16)|&#039;&#039;&#039;Magazine Box (88 Mod 4 AP x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (SU-6 x 16)}}[[File:SU-6 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (SU-6 x 16)|&#039;&#039;&#039;Magazine Box (SU-6 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Magazine Box (VP78 x 16)}}[[File:VP78 Magazine Box.png|64px]]&lt;br /&gt;
[[#Magazine Box (VP-78 x 16)|&#039;&#039;&#039;Magazine Box (VP78 x 16)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Magazine Box}}[[File:M41A Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Magazine Box|&#039;&#039;&#039;M41A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the mag box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a magazine out of it.&lt;br /&gt;
&lt;br /&gt;
*To pick the mag box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the mag box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Magazine Box}}[[File:L42 Magazine Box.png|64px]]&lt;br /&gt;
[[#L42A Magazine Box|&#039;&#039;&#039;L42A Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example an L42 Armor Piercing magazine can be loaded into the standard L42 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Magazine Box}}[[File:M39 Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Magazine Box|&#039;&#039;&#039;M39 Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Extended Magazine Box}}[[File:M41A Extended Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Extended Magazine Box|&#039;&#039;&#039;M41A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 8 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Extended Magazine Box}}[[File:L42_MK-1_Extended_Magazine_Box.png |64px]]&lt;br /&gt;
[[#L42A Extended Magazine Box|&#039;&#039;&#039;L42A Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Extended Magazine Box}}[[File:M39 Extended Magazine Box.png|64px]]&lt;br /&gt;
[[#M39 Extended Magazine Box|&#039;&#039;&#039;M39 Extended Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 extended magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Armor Piercing Magazine Box}}[[File:M4A3 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M4A3 Armor Piercing Magazine Box|&#039;&#039;&#039;M4A3 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; A box for holding many magazines with a carrying handle, must be opened on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Armor Piercing Magazine Box}}[[File:M41A Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Armor Piercing Magazine Box|&#039;&#039;&#039;M41A Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A AP Magazine Box}}[[File:L42 MK-1 AP Magazine Box.png|64px]]&lt;br /&gt;
[[#L42A AP Magazine Box|&#039;&#039;&#039;L42A AP Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42A Armor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Armor Piercing Magazine Box}}[[File:M39 Armor Piercing Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Armor Piercing Magazine Box|&#039;&#039;&#039;M39 Armor Piercing Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 armor piercing magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Armor Piercing magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A Incendiary Magazine Box}}[[File:M41A Incendiary Magazine Box.png |64px]]&lt;br /&gt;
[[#M41A Incendiary Magazine Box|&#039;&#039;&#039;M41A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 10 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M41A Armor Piercing magazine can be loaded into the standard M41A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|L42A Incendiary Magazine Box}}[[File:L42-MK1 Incendiary Magazine Box.png |64px]]&lt;br /&gt;
[[#L42A Incendiary Magazine Box|&#039;&#039;&#039;L42A Incendiary Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 16 incendiary magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a L42AArmor Piercing magazine can be loaded into the standard L42A magazine box if a space is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39 Light Explosive Magazine Box}}[[File:M39 Light Explosive Magazine Box.png |64px]]&lt;br /&gt;
[[#M39 Light Explosive Magazine Box|&#039;&#039;&#039;M39 Light Explosive Magazine Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 12 light explosive magazines.&#039;&#039;&#039; All mag boxes for the same type of Firearm can hold multiple differing types of magazines for said firearm. For example a M39 Light Explosive magazine can be loaded into the standard M39 magazine box if a space is available.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Slug Shell Box}}[[File:Slug Shell Box.png |64px]]&lt;br /&gt;
[[#Slug Shell Box|&#039;&#039;&#039;Slug Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 slug shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Once picked up you can either activate the shell box in your hand to place it on the ground for others to use or just click on a adjacent tile and it will also be placed on the ground.&lt;br /&gt;
&lt;br /&gt;
*After the box has been placed on the ground just click it with an empty hand to vend a handful of shells.&lt;br /&gt;
&lt;br /&gt;
*To pick the shell box backup from the ground after it&#039;s been opened you&#039;ll need to click drag the shell box onto your character.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Buckshot Shell Box}}[[File:Buckshot Shell Box.png |64px]]&lt;br /&gt;
[[#Buckshot Shell Box|&#039;&#039;&#039;Buckshot Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 buckshot shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Flechette Shell Box}}[[File:Flechette Shell Box.png |64px]]&lt;br /&gt;
[[#Flechette Shell Box|&#039;&#039;&#039;Flechette Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 flechette shells, 20 handfuls.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Beanbag Shell Box}}[[File:Beanbag Shell Box.png |64px]]&lt;br /&gt;
[[#BeanbagShell Box|&#039;&#039;&#039;BeanbagShell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Beanbag shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Shell Box}}[[File:Incendiary  Shell Box.png |64px]]&lt;br /&gt;
[[#Incendiary Shell Box|&#039;&#039;&#039;Incendiary Shell Box&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Contains 100 Incendiary shells, 20 handfuls.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_10mm.png |64px]]&lt;br /&gt;
[[#Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill standard or extended M41A, M41AE2, and L42A magazines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*To reload an M41A mag just click on the ammo box with the mag in your hand and it&#039;ll fill it up if there is ammo left.&lt;br /&gt;
&lt;br /&gt;
*To transfer bullets from a magazine into the ammo box, switch to &#039;&#039;&#039;HARM&#039;&#039;&#039; intent and click the ammo box.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind you can&#039;t fill Armor piercing mags with this ammo box.&lt;br /&gt;
&lt;br /&gt;
*Can be worn on the backpack slot for convenience of carrying.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_AP_M41A.png |64px]]&lt;br /&gt;
[[#AP Rifle Ammunition Box (M41A)|&#039;&#039;&#039;AP Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor piercing magazines and L42A armor piercing magazines.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_LE_M41A.png |64px]]&lt;br /&gt;
[[#LE Rifle Ammunition Box (M41A)|&#039;&#039;&#039;LE Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A armor light explosive magazines and L42A light explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary Rifle Ammunition Box (M41A)}}[[File:Big_Ammo_Box_INCEN_M41A.png |64px]]&lt;br /&gt;
[[#Incendiary Rifle Ammunition Box (M41A)|&#039;&#039;&#039;Incendiary Rifle Ammunition Box (M41A)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can be used to refill M41A incendiary magazines and L42A incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm.png |64px]]&lt;br /&gt;
[[#SMG Ammunition Box (M39)|&#039;&#039;&#039;SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or extended M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|AP SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_9mm AP.png |64px]]&lt;br /&gt;
[[#AP SMG Ammunition Box (M39)|&#039;&#039;&#039;AP SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill standard or armor piercing M39 magazines.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|LE SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG LE.png|64px]]&lt;br /&gt;
[[#LE SMG Ammunition Box (M39)|&#039;&#039;&#039;LE SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 Light Explosive magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Incendiary SMG Ammunition Box (M39)}}[[File:Big_Ammo_Box_SMG_Incen.png|64px]]&lt;br /&gt;
[[#Incendiary SMG Ammunition Box (M39)|&#039;&#039;&#039;Incendiary SMG Ammunition Box (M39)&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |These big ammo boxes are the life line of any conflict, making sure the soldiers always have ammo and can fight to the bitter end. &#039;&#039;&#039;Contains 600 rounds&#039;&#039;&#039; to be placed into a mag at any given interval. This Ammo box can only be used to refill M39 incendiary magazines.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Mercenary or Black Ops Equipment =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M42C Anti-Tank Rifle}}[[File:ScoutRifle.png]]&lt;br /&gt;
[[#M42C Anti-Tank Rifle|&#039;&#039;&#039;M42C Anti-Tank Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power sniper rifle, this weapon deals immense damage per bullet and is capable of attacking and hitting targets at extreme ranges and through walls. It comes equipped with a high power scope allowing the user a wide range of vision. It also has an ID tracker to prevent non corporate personnel from using it. &#039;&#039;&#039;The IFF features for this weapon only work for the PMC team.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This weapon is limited to six supersonic rifle rounds per magazine, combined with a slow rate of fire, a very obvious and loud firing noise and the fact that it is ineffective in close range combat as bullets fired too close to the user will miss. However, despite these drawbacks, the M42C is an exceptionally effective weapon when properly utilized.&lt;br /&gt;
It is the standard sniper rifle for &#039;&#039;&#039;Corporate PMC snipers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M42C Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M42C Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M42C Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56 Dirty Smartgun|&#039;&#039;&#039;M56 Dirty Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56 Smartgun only issued to PMC Gunners. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
The PMC variant has the nickname of &#039;&#039;&#039;Dirty&#039;&#039;&#039; because of the irradiated bullets they fire.&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{PMC Smartgun Stats}}&lt;br /&gt;
&lt;br /&gt;
{{PMC Smartgun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Attachments}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M56 Smartgun}}[[File:SmartGun.png|64px]]&lt;br /&gt;
[[#M56T Terminator Smartgun|&#039;&#039;&#039;M56T Terminator Smartgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A special variant of the M56T Terminator Smartgun only issued to Death Squad Terminators. It has an impressive 500 round ammo pool to draw from the 500 round drum magazine. It also has an optical infrared sensor allowing great visibility in low-light conditions, deals a good amount of damage per bullet with an extremely high rate of fire with burst fire capabilities. The coup de grace being that due to the gun&#039;s toggle-able complex targeting algorithms each bullet will not hit any fellow PMCs due to the enabled IFF tracking. This allows a Smartgun operator to fire freely through a group of PMCs without fear of hitting them. The Smartgun requires a special harness to lift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Only &#039;&#039;&#039;Corporate PMC Heavy Gunners&#039;&#039;&#039; and &#039;&#039;&#039;Death Squad Terminators&#039;&#039;&#039; can use this weapon, it&#039;s only available to them via the Emergency Response Teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Abilities}}&lt;br /&gt;
&lt;br /&gt;
{{DS Smartgun Stats}}&lt;br /&gt;
&lt;br /&gt;
{{PMC Smartgun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Smartgun Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M41A/2 Battle Rifle}}[[File:m41a2.png|64px]]&lt;br /&gt;
[[#M41A/2 Battle Rifle|&#039;&#039;&#039;M41A/2 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Significantly more powerful variant of the M41A Pulse Rifle. Only used by elite forces and black-op teams. Fires much faster than the standard issued marine M41A MK2 Pulse Rifle. Though it fires 2 round bursts instead of 3.&lt;br /&gt;
It is the standard rifle for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M41A/2 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M41A MK2 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|}}[[File:NSG23.png]]&lt;br /&gt;
[[#NSG 23 Assault Rifle|&#039;&#039;&#039;NSG 23 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A rare sight, this rifle is seen most commonly in the hands of Weyland-Yutani PMCs. Compared to the M41A MK2, it has noticeably improved handling and vastly improved performance at long and medium range, but compares similarly up close.&lt;br /&gt;
Can only be fired in bursts.&lt;br /&gt;
&lt;br /&gt;
It is one of the standard rifles for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NSG 23 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{NSG 23 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{NSG 23 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M39B/2 SMG}}[[File:m39white.png|64px]]&lt;br /&gt;
[[#M39B/2 SMG|&#039;&#039;&#039;M39B/2 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A more versatile SMG variant and an upgraded M39 variant. This SMG uses specially issued 48 round armor piercing SMG magazines, making the SMG far more viable to use against armored hostile targets. It has an ID tracker to prevent non corporate personnel from using it.&lt;br /&gt;
It is the standard SMG for &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;, in addition, it more can be found in the armory of Big-Red, though they are ID locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M39B/2 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M39 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|VP-78 Pistol}}[[File:Vp78.png|64px]]&lt;br /&gt;
[[#VP-78 Pistol|&#039;&#039;&#039;VP-78 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A massive, formidable automatic handgun chambered in 9mm rounds and contains 14 squash-head pistol rounds in the magazine. In addition, this sidearm has 2-burst capabilities. It can be found in the &#039;&#039;&#039;Personal Self Defense&#039;&#039;&#039; kits in the &#039;&#039;&#039;ColMarTech Automated Closets.&#039;&#039;&#039;&lt;br /&gt;
It is the standard sidearm for &#039;&#039;&#039;Corporate PMC Officers&#039;&#039;&#039;, &#039;&#039;&#039;[[Squad_Specialist|Squad Specialists]]&#039;&#039;&#039;, [[Squad Radio Telephone Operator|&#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;]] and the &#039;&#039;&#039;[[Executive_Officer|Executive Officer]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{VP78 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{VP78 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Mateba Autorevolver}}[[File:Mateba.png|64px]]&lt;br /&gt;
[[#Mateba Autorevolver|&#039;&#039;&#039;Mateba Autorevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Uses .454 caliber rounds and holds 6 heavy rounds in the chamber. The standard Mateba revolver is a very powerful revolver capable of knocking down any human it hits and uses its own recoil to rotate the cylinders. It also has burst-fire capabilities.&lt;br /&gt;
It is available to the &#039;&#039;&#039;Black Ops Commando Units&#039;&#039;&#039; as their standard sidearm. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Auto Revolver Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000PMC.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A variant of the FP9000 SMG that appears to feature some special modifications for elite forces.&lt;br /&gt;
It is one of the standard SMGs &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
&lt;br /&gt;
{{PMC FN FP9000 SMG Stats}}&lt;br /&gt;
&lt;br /&gt;
{{FN FP9000 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{FN FP9000 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Union of Progressive People&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Pulse Rifle|&#039;&#039;&#039;Type 71 Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;, with their improved variant only given to &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Carbine.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Pulse Carbine}}&lt;br /&gt;
[[#Type 71 Pulse Carbine|&#039;&#039;&#039;Type 71 Pulse Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carbine variant of the Type 71, intended for use by frontline support roles. A reduced length makes the gun lighter and easier to handle at the cost of muzzle velocity. It&#039;s issued for Scouts, Medics and other UPP combat personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Carbine Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Rifle Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Type 71 Pulse Carbine Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:Type71Flamer.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 Flamethrower Pulse Rifle}}&lt;br /&gt;
[[#Type 71 Flamethrower Pulse Rifle|&#039;&#039;&#039;Type 71 Flamethrower Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The primary service rifle of the UPP space forces, the Type 71 is an ergonomic, lightweight pulse rifle chambered in 5.45x39mm. In accordance with doctrinal principles of overmatch and suppression, the rifle has a high rate of fire and a high-capacity casket magazine. Despite lackluster precision, an integrated recoil-dampening mechanism makes the rifle surprisingly controllable in bursts.&lt;br /&gt;
This appears to be a less common variant of the Type 71 with an integrated undermounted flamethrower.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039;&lt;br /&gt;
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{{Type 71 Pulse Rifle Stats}}&lt;br /&gt;
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{{Type 71 Pulse Rifle Ammunition}}&lt;br /&gt;
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{{Type 71 Flamethrower Pulse Rifle Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type71Commando.png|64px]]&lt;br /&gt;
{{Anchor|Type 71 }}&lt;br /&gt;
[[#Type 71 Commando Pulse Carbine|&#039;&#039;&#039;Type 71 Commando Pulse Carbine &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A much rarer variant of the Type 71, this version contains an integrated suppressor, integrated scope, and extensive fine-tuning. Many parts have been replaced, filed down, and improved upon. As a result, this variant is rarely seen outside of commando units.&lt;br /&gt;
This is the standard rifle for &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
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{{Type 71 Commando Pulse Rifle Stats}}&lt;br /&gt;
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{{Type 71 Commando Pulse Rifle Ammunition}}&lt;br /&gt;
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{{Type 71 Commando Pulse Rifle Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Type23RiotShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Type 23 Riot Shotgun}}&lt;br /&gt;
[[#Type 23 Riot Shotgun|&#039;&#039;&#039;Type 23 Riot Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |As UPP soldiers frequently reported being outmatched by enemy combatants, UPP High Command commissioned a large amount of Type 23 shotguns, originally used for quelling defector colony riots. This slow semi-automatic shotgun chambers 8 gauge, and packs a mean punch.&lt;br /&gt;
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This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
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{{Type 23 Riot Shotgun Stats}}&lt;br /&gt;
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{{Type 23 Riot Shotgun Ammunition}}&lt;br /&gt;
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{{Type 23 Riot Shotgun Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#GSh-7.62 rotary machine gun|&#039;&#039;&#039;GSh-7.62 rotary machine gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A gas-operated rotary machine gun used by UPP heavies. Its enormous volume of fire and ammunition capacity allows the suppression of large concentrations of enemy forces. Heavy weapons training is required control its recoil.&lt;br /&gt;
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This is one of the standard firearms for &#039;&#039;&#039;UPP Heavies.&#039;&#039;&#039;&lt;br /&gt;
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{{UPP Minigun Stats}}&lt;br /&gt;
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{{Minigun Ammunition}}&lt;br /&gt;
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{{UPP Minigun Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and UPP medics&lt;br /&gt;
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The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{CZ-81 Stats}}&lt;br /&gt;
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{{CZ-81 Ammunition}}&lt;br /&gt;
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{{CZ-81 Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:UPP_Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds or .22 tranquilizer inside the magazine and appears to either be a UPP or mercenary model.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Commandos&#039;&#039;&#039;.&lt;br /&gt;
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{{Korovin PK-9 Pistol Stats}}&lt;br /&gt;
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{{Korovin PK-9 Pistol Ammunition}}&lt;br /&gt;
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{{Korovin PK-9 Pistol Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:nyrevolver.png|64px]]&lt;br /&gt;
{{Anchor|Nagant-Yamasaki Revolver}}&lt;br /&gt;
[[#Nagant-Yamasaki Revolver|&#039;&#039;&#039;Nagant-Yamasaki Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Nagant-Yamasaki 7.62 is an effective killing machine designed by a consortion of shady Not-Americans. It is frequently found in the hands of criminals or mercenaries.&lt;br /&gt;
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{{Nagant-Yamasaki Revolver Stats}}&lt;br /&gt;
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{{Nagant-Yamasaki Revolver Ammunition}}&lt;br /&gt;
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{{Nagant-Yamasaki Revolver Attachments}}&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer and CLF&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot;|[[File:MAR.png|64px]]&lt;br /&gt;
{{Anchor|MAR-40 Battle Rifle}}&lt;br /&gt;
[[#MAR-40 Battle Rifle|&#039;&#039;&#039;MAR-40 Battle Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |While outdated and old, this weapon has historically proven to be extremely reliable and adaptable. It has a magazine size of 40 7.62x39mm heavy rifle rounds, and burst fire capabilities. Originally created by the UPP as a quickly deployable rifle in any type of environment. It gained a positive reputation among poorer mercenary and planetary militia groups due to its reliability and ease of manufacturing and maintenance.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{MAR-40 Battle Rifle Stats}}&lt;br /&gt;
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{{MAR-40 Ammunition}}&lt;br /&gt;
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{{MAR-40 Battle Rifle Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAR30.png|64px]]&lt;br /&gt;
{{Anchor|MAR-30 Battle Carbine}}&lt;br /&gt;
[[#MAR-30 Battle Carbine|&#039;&#039;&#039;MAR-30 Battle Carbine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable assault rifle chambered in 7.62x39mm. Commonly found in the hands of criminals or mercenaries. This is the carbine variant. It shares ammo with the MAR-40. Is more customizable than the MAR-40 in exchange for losing its burst capabilities.&lt;br /&gt;
It is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{MAR-30 Battle Carbine Stats}}&lt;br /&gt;
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{{MAR-30 Battle Carbine Ammunition}}&lt;br /&gt;
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{{MAR-30 Battle Carbine Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T-Lever Action}}[[File:R4T-Lever Action.png|64px]]&lt;br /&gt;
[[#R4T-Lever Action|&#039;&#039;&#039;R4T-Lever Action&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | This lever-action was designed for small scout operations in harsh environments such as the jungle or particularly windy deserts, as such its internal mechanisms are simple yet robust.&lt;br /&gt;
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This gun is levered via &#039;&#039;&#039;Unique-Action&#039;&#039;&#039;, but it has a bonus feature: Hitting a target directly will grant you a fire-rate and damage buff for your next shot during a short interval. Combo precision hits for massive damage.&lt;br /&gt;
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These weapons can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{R4T-Lever Action Stats}}&lt;br /&gt;
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{{R4T-Lever Action Ammunition}}&lt;br /&gt;
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{{R4T-Lever Action Attachments}}&lt;br /&gt;
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{{R4T-Lever Action Damage VS Armour}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16 Assault Rifle|&#039;&#039;&#039;M16 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16 is an American-made assault rifle chambered with 5.56×45mm rifle rounds. M16 variants have been the US military&#039;s standard issue assault rifle since the Vietnam War. Although it has long since been replaced by the M16A2 and later the M41A Mk2 as the standard assault rifle for military operations, some are still supplied in times of need.&lt;br /&gt;
It can be found around &#039;&#039;&#039;Prison Station&#039;&#039;&#039; and it is one of the standard rifles for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{M16 Stats}}&lt;br /&gt;
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{{M16 Ammunition}}&lt;br /&gt;
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{{M16 Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Mp27.png|64px]]&lt;br /&gt;
{{Anchor|MP27 SMG}}&lt;br /&gt;
[[#MP27 SMG|&#039;&#039;&#039;MP27 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design going back hundreds of years, the MP27 was common in its day. Today it sees limited use as cheap computer-printed replicas or family heirlooms. Holds 30 SMG rounds, uses 4.6x30mm. This weapon can fire in bursts.&lt;br /&gt;
It is one of the standard SMGs for the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. This can also be found inside the Big-Red&#039;s Administration Armory or more can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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The MP27 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{MP27 Stats}}&lt;br /&gt;
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{{MP27 Ammunition}}&lt;br /&gt;
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{{MP27 Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Basira_Strongarm.png|64px]]&lt;br /&gt;
{{Anchor|Basira-Strongarm Rifle}}&lt;br /&gt;
[[#Basira-Strongarm Rifle|&#039;&#039;&#039;Basira-Strongarm Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The Basira-Strongarm rifle is civilian grade hunting rifle named after it&#039;s eccentric creator. It&#039;s lightweight and legendary accuracy made it popular in the outercolonies, despite it&#039;s mandated magazine capcity. Comes pre-equiped with a wooden stock and 2x Scope.&lt;br /&gt;
It can be found in the hands of the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{Basira-Strongarm Rifle Stats}}&lt;br /&gt;
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{{Basira-Strongarm Rifle Ammunition}}&lt;br /&gt;
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{{Basira-Strongarm Rifle Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MP5.png|64px]]&lt;br /&gt;
{{Anchor|MP5 SMG}}&lt;br /&gt;
[[#MP5 SMG|&#039;&#039;&#039;MP5 SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A German design, this was one of the most widely used submachine guns in the world. It&#039;s still possible to find this firearm in the hands of collectors or gun fanatics.&lt;br /&gt;
Can be found on the space station &#039;&#039;&#039;CORSAT&#039;&#039;&#039;.&lt;br /&gt;
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{{MP5 Stats}}&lt;br /&gt;
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{{MP5 Ammunition}}&lt;br /&gt;
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{{MP5 Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:FP9000.png|64px]]&lt;br /&gt;
{{Anchor|FN FP9000 Submachine Gun}}&lt;br /&gt;
[[#FN FP9000 Submachine Gun|&#039;&#039;&#039;FN FP9000 Submachine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An archaic design, but one that&#039;s stood the test of time. The FP9000 features significantly higher armor piercing attributes compaired to similar designs due to the extreme muzzle velocity of the bullet . The extra muzzle velocity is from the lengthened barrel, and the ammunition design. It features a burst fire mode.&lt;br /&gt;
It is one of the standard SMGs for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Corporate PMC Standards&#039;&#039;&#039;. This weapon can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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The FP9000 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{FN FP9000 Stats}}&lt;br /&gt;
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{{FN FP9000 Ammunition}}&lt;br /&gt;
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{{FN FP9000 Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MAC15.png|64px]]&lt;br /&gt;
{{Anchor|MAC-15 Machine Pistol}}&lt;br /&gt;
[[#MAC-15 Machine Pistol|&#039;&#039;&#039;MAC-15 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A cheap, reliable design and manufacture make this ubiquitous submachinegun useful despite the age. Turn on burst mode for maximum firepower at the very cost of accuracy. Fires 9mm and carries 32 machine pistol bullets inside the magazine.&lt;br /&gt;
This weapon can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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The MAC-15 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{MAC-15 Stats}}&lt;br /&gt;
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{{MAC-15 Ammunition}}&lt;br /&gt;
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{{MAC-15 Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CustomBuildShotgun.png|64px]]&lt;br /&gt;
{{Anchor|Custom Built Shotgun}}&lt;br /&gt;
[[#Custom Built Shotgun|&#039;&#039;&#039;Custom Built Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A small, custom-made shotgun made out of cobbled-together pile of scrap and alien wood. Fires shotgun shells and can only carry 6 shells in the chamber. This shotgun also has a 2-burst fire feature, as if this gun needs it.&lt;br /&gt;
It is one of the standard shotguns for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Custom Built Shotgun Stats}}&lt;br /&gt;
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{{Shotgun Ammunition}}&lt;br /&gt;
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{{Custom Built Shotgun Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:hgshot.png|64px]]&lt;br /&gt;
{{Anchor|HG 37-21 Pump Shotgun}}&lt;br /&gt;
[[#HG 37-12 Pump Shotgun|&#039;&#039;&#039;HG 37-12 Pump Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A nine-round pump action shotgun with internal tube magazine allowing for quick reloads, typically used by Colonial Marshals and similar security forces.&lt;br /&gt;
Can be found in armories on all maps. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front Milita&#039;&#039;&#039; and &#039;&#039;&#039;Colonists&#039;&#039;&#039;.&lt;br /&gt;
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{{HG Pump Shotgun Stats}}&lt;br /&gt;
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{{Shotgun Ammunition}}&lt;br /&gt;
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{{HG Pump Shotgun Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:doubleshotgun.png|64px]]&lt;br /&gt;
{{Anchor|Double Barrel Shotgun}}&lt;br /&gt;
[[#Double Barrel Shotgun|&#039;&#039;&#039;Double Barrel Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A archaic design, this weapon is a simple but reliable close range shotgun. It uses shotgun shells and can only hold two shells at a time. Is able to rapidly fire both rounds in quick succession. Additionally, both barrels can be fired for devastating effect.&lt;br /&gt;
Can be found in LV-624&#039;s old shack, in Bars of Solaris Ridge and Sorokyne Strata, and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered via the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Double Barrel Shotgun Stats}}&lt;br /&gt;
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{{Shotgun Ammunition}}&lt;br /&gt;
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{{Double Barrel Shotgun Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SawnOff.png|64px]]&lt;br /&gt;
{{Anchor|Sawn-Off Shotgun}}&lt;br /&gt;
[[#Sawn-Off Shotgun|&#039;&#039;&#039;Sawn-Off Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A modified version of the Double Barrel Shotgun whose barrel has been artificially shortened to reduce range but increase damage and spread. Can be burst fired for devastating effect.&lt;br /&gt;
It is found in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{Sawn-Off Shotgun Stats}}&lt;br /&gt;
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{{Shotgun Ammunition}}&lt;br /&gt;
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{{Double Barrel Shotgun Attachments}}&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Pk9.png|64px]]&lt;br /&gt;
{{Anchor|Korovin PK-9 Pistol}}&lt;br /&gt;
[[#Korovin PK-9 Pistol|&#039;&#039;&#039;Korovin PK-9 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An updated variant of an old eastern design, dating back to from the 20th century. The standard model is commonly found among mercenary companies or in the hands of UPP NCOs due to its reliability. This model features an integrated silencer, and holds 12 .22 hollowpoint rounds for mercenary models.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{Korovin PK-9 Pistol Stats}}&lt;br /&gt;
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{{Korovin PK-9 Pistol Ammunition}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:CZ-81.png|64px]]&lt;br /&gt;
{{Anchor|CZ-81 Submachinegun}}&lt;br /&gt;
[[#CZ-81 Submachinegun|&#039;&#039;&#039;CZ-81 Submachinegun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A robust copy of a 20th century firearm, which was designed to arm tankers, hence the caliber. The caliber was chosen to be able to have an extremely small machine gun that could be of similar size to handguns of the era. It fires .32ACP rounds from a 20 round detachable magazine.&lt;br /&gt;
Can be ordered via &#039;&#039;&#039;Cargo&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; and UPP medics&lt;br /&gt;
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The CZ-81 is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{CZ-81 Stats}}&lt;br /&gt;
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{{CZ-81 Ammunition}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|M4A3 Service Pistol .45}}[[File:m4a3_45.png|64px]]&lt;br /&gt;
[[#M4A3 Service Pistol .45|&#039;&#039;&#039;M1911 Service Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A timeless classic since the first World War. Once standard issue for the USCM, now back order only. Chambered in .45 ACP. Unfortunately, due to the progression of IFF technology, M1911 .45 ACP is &#039;&#039;&#039;NOT&#039;&#039;&#039; compatible with the SU-6 smartpistol. It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. They can also be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{M1911 Stats}}&lt;br /&gt;
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{{M1911 Ammunition}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Desert_Eagle.png|64px]][[File:Gold_Desert_Eagle.png|64px]]&lt;br /&gt;
{{Anchor|Vintage Desert Eagle}}&lt;br /&gt;
[[#Vintage Desert Eagle|&#039;&#039;&#039;Vintage Desert Eagle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A bulky .50 caliber pistol with a serious kick, probably taken from some museum somewhere. This one is engraved, &#039;&#039;&amp;quot;Peace Through Superior Firepower.&amp;quot;&#039;&#039; Has a magazine that holds 7 rounds and uses .50 heavy pistol bullets. Comes in standard variants and vintage, gold plated variants.&lt;br /&gt;
It is one of the available sidearms for the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Desert Eagle Stats}}&lt;br /&gt;
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{{Desert Eagle Ammunition}}&lt;br /&gt;
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{{Desert Eagle Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Kt42.png|64px]]&lt;br /&gt;
{{Anchor|KT-42 Automag}}&lt;br /&gt;
[[#KT-42 Automag|&#039;&#039;&#039;KT-42 Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The KT-42 Automag is an archaic but reliable design, going back many decades. There have been many versions and variations, but the 42 is by far the most common. You can&#039;t go wrong with this handcannon.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. It can also be found in the hands of &#039;&#039;&#039;[[Survivor|Survivors]]&#039;&#039;&#039;.&lt;br /&gt;
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{{KT-42 Stats}}&lt;br /&gt;
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{{KT-42 Ammunition}}&lt;br /&gt;
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{{KT-42 Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:SW357.png|64px]]&lt;br /&gt;
{{Anchor|Smith &amp;amp; Wesson Revolver}}&lt;br /&gt;
[[#Smith &amp;amp; Wesson Revolver|&#039;&#039;&#039;Smith &amp;amp; Wesson Revolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A lean .357 revolver made by Smith &amp;amp; Wesson. A timeless classic, from antiquity to the future. Uses .357 rounds and carries 6 revolver rounds in the chamber. Using unique action will spin it or flip it.&lt;br /&gt;
It is one of the standard sidearms for &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
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{{Smith &amp;amp; Wesson Revolver Stats}}&lt;br /&gt;
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{{Smith &amp;amp; Wesson Revolver Ammunition}}&lt;br /&gt;
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{{Smith &amp;amp; Wesson Revolver Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Spearhead_autorevolver.png|64px]]&lt;br /&gt;
{{Anchor|CMB Spearhead AutoRevolver}}&lt;br /&gt;
[[#CMB Spearhead AutoRevolver|&#039;&#039;&#039;CMB Spearhead AutoRevolver&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A revolver chambered in .357. Commonly issued to Colonial Marshals. It has three select fire options, safe, single, and burst.&lt;br /&gt;
Can be found in both LV-624 and on Big-Red. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; and it is found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The CMB Spearhead is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{CMB Spearhead AutoRevolver Stats}}&lt;br /&gt;
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{{CMB Spearhead AutoRevolver Ammunition}}&lt;br /&gt;
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{{CMB Spearhead AutoRevolver Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:holdoutpistol.png|64px]]&lt;br /&gt;
{{Anchor|Holdout Pistol}}&lt;br /&gt;
[[#Holdout Pistol|&#039;&#039;&#039;Holdout Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Easily concealable pistol, a tiny weapon that can fit in small containers, pockets and even combat boots. Fires weak .22 rounds in a five light pistol round magazine.&lt;br /&gt;
Can be found on planet LV-624 and in the hands of Survivors. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039; or found in hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
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{{Holdout Pistol Stats}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:HighpowerAutomag.png|64px]]&lt;br /&gt;
{{Anchor|Highpower Automag}}&lt;br /&gt;
[[#Highpower Automag|&#039;&#039;&#039;Highpower Automag&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A Colonial Marshals issued, powerful semi-automatic pistol. Used for centuries by law enforcement and criminals alike, recently recreated with this new model. Fires 9mm rounds and carries 13 pistol rounds inside the magazine.&lt;br /&gt;
Can be commonly found in colonies, space stations and in the hands of &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; and &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;. More can be ordered by the &#039;&#039;&#039;Blackmarket crate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 The Highpower is one of a few weapons that can be obtained from the dodgy crate which spawns in the storage space below the Normandy.&lt;br /&gt;
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{{Highpower Stats}}&lt;br /&gt;
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{{Highpower Ammunition}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Beretta.png|64px]]&lt;br /&gt;
{{Anchor|Beretta 92FS Pistol}}&lt;br /&gt;
[[#Beretta 92FS Pistol|&#039;&#039;&#039;Beretta 92FS Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A popular police firearm in the 20th century, often employed by hard-boiled cops while confronting terrorists. A classic of its time, chambered with 9mm.&lt;br /&gt;
Normally found in the hands of &#039;&#039;&#039;Survivors&#039;&#039;&#039; and the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;&lt;br /&gt;
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{{Beretta Stats}}&lt;br /&gt;
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{{Beretta Ammunition}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Lunge Mine.png|64px]]&lt;br /&gt;
{{Anchor|Lunge Mine}}&lt;br /&gt;
[[#Lunge Mine|&#039;&#039;&#039;Lunge Mine&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A crude but intimidatingly bulky shaped explosive charge, fixed to the end of a pole. To use it, one must grasp it firmly in both hands, and thrust the prongs of the shaped charge into the target. That the resulting explosion occurs directly in front of the user&#039;s face was not an apparent concern of the designer. A true hero&#039;s weapon.&lt;br /&gt;
Uncommonly found in the hands of &#039;&#039;very brave (or stupid)&#039;&#039; &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; soldiers.&lt;br /&gt;
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| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Combat_Sword}}[[File:Combat Sword.png|64px]]&lt;br /&gt;
[[#Combat_Sword|&#039;&#039;&#039;Combat sword&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A dusty sword commonly seen in historical museums. Where you got this is a mystery, for sure. Only a mercenary would be nuts enough to carry one of these.&lt;br /&gt;
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{{M2132 Machete Stats}}&lt;br /&gt;
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| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Katana}}[[File:Katana.png|64px]]&lt;br /&gt;
[[#Katana|&#039;&#039;&#039;Katana&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A finely made Japanese sword, with a well sharpened blade. The blade has been filed to a molecular edge, and is extremely deadly. Commonly found in the hands of mercenaries and yakuza.&lt;br /&gt;
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{{Katana Stats}}&lt;br /&gt;
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&amp;lt;tab name=&amp;quot;Misc&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
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|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bore-Rifle.png]]&lt;br /&gt;
{{Anchor|Two Bore Rifle}}&lt;br /&gt;
[[#Two Bore Rifle|&#039;&#039;&#039;Two Bore Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An enormously heavy double-barrelled rifle with a bore big enough to fire the Moon. If you want an intact trophy, don&#039;t aim for the head.&lt;br /&gt;
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The recoil is apocalyptic: if you aren&#039;t highly experienced with it and braced using a &#039;&#039;&#039;Specialist-Activation-One&#039;&#039;&#039;, you won&#039;t get a second shot.&lt;br /&gt;
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{{Two Bore Rifle Stats}}&lt;br /&gt;
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{{Two Bore Rifle Ammunition}}&lt;br /&gt;
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|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Webley MK VI.png]]&lt;br /&gt;
{{Anchor|Webley MK VI}}&lt;br /&gt;
[[#Webley MK VI|&#039;&#039;&#039;Webley MK VI&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A heavy top-break revolver. Bakelite grips, and older than most nations. .455 was good enough for angry tribesmen and les boche, and by Gum it&#039;ll do for Colonial Marines and xenomorphs as well.&lt;br /&gt;
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{{Webley MK VI Stats}}&lt;br /&gt;
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{{Webley MK VI Ammunition}}&lt;br /&gt;
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|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Svd.png]]&lt;br /&gt;
{{Anchor|SVD Dragunov-033 Sniper Rifle}}&lt;br /&gt;
[[#SVD Dragunov-033 Sniper Rifle|&#039;&#039;&#039;SVD Dragunov-033 Sniper Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A sniper variant of the MAR-40 rifle, with a new stock, barrel and scope. It doesn&#039;t have the punch of modern sniper rifles, but remains a finely crafted weapon. Uses 7.62x54mm rounds and holds 10 sniper bullets in the clip. It comes with a rail scope, sniper barrel and wooden stock attached.&lt;br /&gt;
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{{SVD Dragunov Stats}}&lt;br /&gt;
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{{SVD Dragunov Ammunition}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PPSh-17b.png|64px]]&lt;br /&gt;
{{Anchor|PPSh-17b SMG}}&lt;br /&gt;
[[#PPSh-17b SMG|&#039;&#039;&#039;PPSh-17b SMG&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Was a very outdated, but classic USSR weapon, commonly used by known terrorist organizations. Now a replica that has been illegally copied somewhere, for some reason. While old, the weapon is reliable and can hold a large magazine size of 35 or 71 7.62x25mm SMG rounds.&lt;br /&gt;
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{{PPSH Stats}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M16.png|64px]]&lt;br /&gt;
{{Anchor|M16 Assault Rifle}}&lt;br /&gt;
[[#M16A2 Assault Rifle|&#039;&#039;&#039;M16A2 Assault Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M16A2 is an American-made assault rifle chambered with 5.56×45mm NATO rifle rounds, this is an improved version of the older M16 assault rifle. With better and refined features than the M16, this rifle is still used in some UA-based mercenary corporations. This particular version of this rifle is extensively modified for the Dutch&#039;s Dozens.&lt;br /&gt;
It is one of the standard firearms for &#039;&#039;&#039;[[Dutch&#039;s Mercenary Team]]&#039;&#039;&#039;.&lt;br /&gt;
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{{M16 Stats}}&lt;br /&gt;
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{{M16 Ammunition}}&lt;br /&gt;
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{{M16A2 Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Nailgun.png|64px]]&lt;br /&gt;
{{Anchor|Nailgun}}&lt;br /&gt;
[[#Nailgun|&#039;&#039;&#039;Nailgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A carpentry tool, used to drive nails into tough surfaces. Of course, if there isn&#039;t anything there, that&#039;s just a very sharp nail launching at high velocity. The nailgun has the ability to repair holes in walls and increase the integrity of barricades that are below the repair threshold (crumbling apart). Must have the appropriate material in the off hand to fix it.&lt;br /&gt;
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&#039;&#039;&#039;Commonly found in the Area of Operations, usually in the engineering department&#039;&#039;&#039;.&lt;br /&gt;
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{{Nailgun Stats}}&lt;br /&gt;
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{{Nailgun Ammunition}}&lt;br /&gt;
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{{Nailgun Utility}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2019 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2019 Blaster}}&lt;br /&gt;
[[#M2019 Blaster|&#039;&#039;&#039;M2019 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Properly known as the Pflager Katsumata Series-D Blaster, the M2019 is a relic of a handgun used by detectives and blade runners, having replaced the snub nose .38 detective special in 2019. Fires .44 custom packed sabot magnum rounds. Legally a revolver, the unconventional but robust internal design has made this model incredibly popular amongst collectors and enthusiasts.&lt;br /&gt;
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&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
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{{M2019 Blaster Stats}}&lt;br /&gt;
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{{M2019 Blaster Ammunition}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:PKL &#039;Double&#039; Blaster.png|64px]]&lt;br /&gt;
{{Anchor|:PKL &#039;Double&#039; Blaster}}&lt;br /&gt;
[[#PKL &#039;Double&#039; Blaster|&#039;&#039;&#039;PKL &#039;Double&#039; Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Sold to civilians and private corporations, the Pflager Katsumata Series-L Blaster is a premium double barrel sidearm that can fire two rounds at the same time. Usually found in the hands of combat synths and replicants, this hand cannon is worth more than the combined price of three Emanators. Originally commissioned by the Wallace Corporation, it has since been released onto public market as a luxury firearm.&lt;br /&gt;
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&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
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{{M2019 Blaster Stats}}&lt;br /&gt;
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{{M2019 Blaster Ammunition}}&lt;br /&gt;
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{{PKL &#039;Double&#039; Blaster Attachments}}&lt;br /&gt;
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|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M2049 Blaster.png|64px]]&lt;br /&gt;
{{Anchor|M2049}}&lt;br /&gt;
[[#M2049 Blaster|&#039;&#039;&#039;M2049 Blaster&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |In service since 2049, the LAPD 2049 .44 special has been used to retire more replicants than there are colonists in the American Corridor. The top mounted picatinny rail allows this revised version to mount a wide variety of optics for the aspiring detective. Although replicants aren&#039;t permitted past the the outer core systems, this piece occasionally finds its way to the rim in the hand of defects, collectors, and thieves.&lt;br /&gt;
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&#039;&#039;&#039;Currently Unavailable&#039;&#039;&#039;&lt;br /&gt;
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{{M2019 Blaster Stats}}&lt;br /&gt;
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{{M2019 Blaster Ammunition}}&lt;br /&gt;
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{{M2049 Attachments}}&lt;br /&gt;
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| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Claymore}}[[File:Claymore.png|64px]]&lt;br /&gt;
[[#Claymore|&#039;&#039;&#039;Claymore&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2132 Machete Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Fireaxe}}[[File:Fireaxe.png|64px]]&lt;br /&gt;
[[#Fireaxe|&#039;&#039;&#039;Fireaxe&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | What are you standing around staring at this for? Get to killing!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Fireaxe Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Basball Bat}}[[File:Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Baseball Bat|&#039;&#039;&#039;Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large wooden baseball bat. Commonly used in colony recreation, but also used as a means of self defense. Often carried by thugs and ruffians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Metal Basball Bat}}[[File:Metal_Baseball_Bat.png|64px]]&lt;br /&gt;
[[#Metal Baseball Bat|&#039;&#039;&#039;Metal Baseball Bat&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A large metal baseball bat. Compared to its wooden cousin, the metal bat offers a bit more more force. Often carried by thugs and ruffians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Metal Baseball Bat Stats}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|Makeshift Spear}}[[File:Makeshift_Spear.png|64px]]&lt;br /&gt;
[[#Makeshift Spear|&#039;&#039;&#039;Makeshift Spear&#039;&#039;&#039;]]&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | A haphazardly-constructed yet still deadly weapon of ancient design.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Makeshift Spear Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MARSOC&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M40-SD-Pulse-Rifle.png|64px]]&lt;br /&gt;
{{Anchor|M40-SD Pulse Rifle}}&lt;br /&gt;
[[#M40-SD Pulse Rifle|&#039;&#039;&#039;M40-SD Pulse Rifle&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |One of the experimental predecessors to the M41A line that never saw widespread adoption beyond elite marine units. Of the rifles in the USCM inventory that are still in production, this is the only one to feature an integrated suppressor. It can accept M41A MK2 magazines, but also features its own proprietary magazine system. Extremely lethal in burst-fire mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M40-SD Pulse Rifle Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M40-SD Pulse Rifle Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M40-SD Pulse Rifle Attachments}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MK210-Tactical-Shotgun.png|64px]]&lt;br /&gt;
{{Anchor|MK210 Tactical Shotgun}}&lt;br /&gt;
[[#MK210 Tactical Shotgun|&#039;&#039;&#039;MK210 Tactical Shotgun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |Way back in 2168, W-Y began testing the MK221. The USCM picked up an early prototype, and later adopted it with a limited military contract. But the USCM MARSOC division wasn&#039;t satisfied, and iterated on the early prototypes they had access to; eventually, their internal armorers and tinkerers produced the MK210, a lightweight folding shotgun that snaps to the belt. And to boot, it&#039;s fully automatic and made of stamped medal. Truly an engineering marvel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Found in the hands of MARSOC Operators&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MK210 Tactical Shotgun Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Shotgun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{MK210 Tactical Shotgun Attachments}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Energy Weapons&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:RXF-M5 eva pistol.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#RXF-M5 eva pistol|&#039;&#039;&#039;RXF-M5 eva pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A high power focusing blue laser pistol for use in space. Though it works just about anywhere really. Derived from the same technology as laser welders. Issued by the Weyland-Yutani Corporation, but also available on the civilian market.&lt;br /&gt;
&lt;br /&gt;
Reloaded at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently unavailable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RXF-M5 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{RXF-M5 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{RXF-M5 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:LAZ-TOP.png|64px]]&lt;br /&gt;
{{Anchor|RXF-M5 eva pistol}}&lt;br /&gt;
[[#LAZ-TOP|&#039;&#039;&#039;LAZ-TOP&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The &#039;LAZ-TOP&#039;, aka the Laser Anode something something...&lt;br /&gt;
&lt;br /&gt;
Reloaded at recharger stations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently unavailable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LAZ-TOP Stats}}&lt;br /&gt;
&lt;br /&gt;
{{LAZ-TOP Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{LAZ-TOP Attachments}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Unobtainable Weapons and Equipment=&lt;br /&gt;
The weapons and equipment listed here are unavailable through a normal round. These must be spawned in via an administrator or those who have access to spawning in equipment.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Weapon:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:125px; border: 2px solid black; padding: 5px;&amp;quot; |[[File:Auto9.png|64px]]&lt;br /&gt;
{{Anchor|Auto-9 Machine Pistol}}&lt;br /&gt;
[[#Auto-9 Machine Pistol|&#039;&#039;&#039;Auto-9 Machine Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |An advanced, select-fire machine pistol capable of three round burst. Last seen cleaning up the mean streets of Detroit.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Auto9 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Auto9 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Auto9 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Minigun.png|64px]]&lt;br /&gt;
{{Anchor|Ol}}&lt;br /&gt;
[[#Ol-Painless|&#039;&#039;&#039;Ol&#039;Painless&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |It&#039;s a minigun, an enormous, multi-barreled rotating gatling gun. It only fires in 6 round bursts. Fires 7.62x51mm and contains 300 rounds inside the drum. Don&#039;t stand in front of it. Don&#039;t stand beside it. Just don&#039;t stand anywhere close to one and you&#039;ve got a chance to survive. Possibly.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Minigun Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Minigun Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Minigun Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:MatebaCustom.png|64px]]&lt;br /&gt;
{{Anchor|Mateba Autorevolver Custom++}}&lt;br /&gt;
[[#Mateba Autorevolver Custom++|&#039;&#039;&#039;Mateba Autorevolver Custom++&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |This version of the Mateba revolver is snubnosed, engraved with gold, tinted black, and highly customized, specifally made for an admiral. In other functions, it remains similar to the standard Mateba.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mateba Auto Revolver Stats}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{Mateba Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:ThunderBolt.png|64px]]&lt;br /&gt;
{{Anchor|M57-A4 }}&lt;br /&gt;
[[#M57-A4 |&#039;&#039;&#039;M57-A4 &#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |The M57-A4 &#039;Lightning Bolt&#039; is possibly the most destructive man-portable weapon ever made. It is a 4-barreled missile launcher capable of burst-firing 4 missiles, which should speak for itself. Don&#039;t point it in the general direction of anything you want to survive.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|[[File:84mmThermobaric_RocketArray.png]]&lt;br /&gt;
[[#84mm Thermobaric Rocket Array|&#039;&#039;&#039;84mm Thermobaric Rocket Array&#039;&#039;&#039;]]&lt;br /&gt;
 |Holds four (4) HE 84mm thermobaric rockets. Deals damage and stuns in a 4 meter wide area. Deals little additional damage on direct hit with a target. It also generates high heat on impact. Activate in hand to receive some metal when it&#039;s used up.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Attachments:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&#039;&#039;&#039;[[Marine_Equipment#Muzzle | Muzzle Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Rail | Rail Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Underbarrel | Underbarrel Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[Marine_Equipment#Stock | Stock Attachments]]&#039;&#039;&#039;&lt;br /&gt;
 |None&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Bananagun.png|64px]]&lt;br /&gt;
{{Anchor|CHIMP70 Pistol}}&lt;br /&gt;
[[#CHIMP70 Pistol|&#039;&#039;&#039;CHIMP70 Pistol&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |A powerful sidearm issued mainly to highly trained elite assassin necro-cyber-agents.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CHIMP70 Pistol Stats}}&lt;br /&gt;
&lt;br /&gt;
{{CHIMP70 Pistol Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{CHIMP70 Pistol Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:M60.png|64px]]&lt;br /&gt;
{{Anchor|M60 General Purpose Machine Gun}}&lt;br /&gt;
[[#M60 General Purpose Machine Gun|&#039;&#039;&#039;M60 General Purpose Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[https://www.youtube.com/watch?v=OTh4f7ye1IQ The M60]. The Pig. The Action Hero&#039;s wet dream. This is chambered in 7.62X51mm NATO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M60 Stats}}&lt;br /&gt;
&lt;br /&gt;
{{M60 Ammunition}}&lt;br /&gt;
&lt;br /&gt;
{{M60 Attachments}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Katana.png|64px]]&lt;br /&gt;
{{Anchor|Absurdly Sharp Katana}}&lt;br /&gt;
[[#Absurdly Sharp Katana|&#039;&#039;&#039;Absurdly Sharp Katana&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Ingame Description:&#039;&#039;&#039;  That&#039;s it. I&#039;m sick of all this &amp;quot;Masterwork Bastard Sword&amp;quot; bullshit that&#039;s going on in CM-SS13 right now. Katanas deserve much better than that. Much, much better than that. I should know what I&#039;m talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that&#039;s about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I&#039;m pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.&lt;br /&gt;
&lt;br /&gt;
Ever wonder why medieval Europe never bothered conquering Japan? That&#039;s right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Absurdly Sharp Katana Stats}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Sledgehammer.png|64px]]&lt;br /&gt;
{{Anchor|Breacher B5}}&lt;br /&gt;
[[#Breacher B5|&#039;&#039;&#039;Breacher B5&#039;&#039;&#039;]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | An extremely heavy tool, used to smash things. The top piece is specially designed to take down walls. Can unsurprisingly destroy walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{Sledgehammer Stats}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Weapon Attachments=&lt;br /&gt;
Marines can acquire attachments for weapons. Most attachments must be acquired via the [[Requisitions Officer]] or the vendors located in your squad&#039;s main prep room. Most ROs usually give unrestricted attachments to most marines, though some may grant more restricted attachments to squad leaders, medics, engineers, or specialists. Being polite to the Requisitions staff might get you extra stuff. Say please and thank you.&lt;br /&gt;
&lt;br /&gt;
Most guns have three attachment locations: the rail, underbarrel and the muzzle. Each location allows only one attachment at a time. Most attachments offer an advantage and some disadvantage.&lt;br /&gt;
&lt;br /&gt;
The statistics for attachments are subject to change and will most likely change often. Until they do change, this page will be up to date on the statistics on each attachment.&lt;br /&gt;
&lt;br /&gt;
Note that secondary attachment weapons such as the U7 Under barrel shotgun are not affected by other attachments on the weapon they&#039;re attached to, and don&#039;t inherit their effects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width: 70%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Muzzle&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Suppressor--&amp;gt;&lt;br /&gt;
{{Suppressor Stats Positives}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bayonet--&amp;gt;&lt;br /&gt;
{{Bayonet Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Extended Barrel--&amp;gt;&lt;br /&gt;
{{Extended Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Barrel Charger--&amp;gt;&lt;br /&gt;
{{Barrel Charger Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Recoil Compensator--&amp;gt;&lt;br /&gt;
{{Recoil Compensator Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rail&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Rail Flashlight--&amp;gt;&lt;br /&gt;
{{Rail Flashlight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--RDS--&amp;gt;&lt;br /&gt;
{{Red Dot Sight Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S6 Reflex Sight--&amp;gt;&lt;br /&gt;
{{Reflex Sight}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Magnetic Harness--&amp;gt;&lt;br /&gt;
{{Magnetic Harness Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S8 4x Telescopic scope--&amp;gt;&lt;br /&gt;
{{Railscope Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--S4 2x Telescopic Sight mini-scope--&amp;gt;&lt;br /&gt;
{{Miniscope_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- B8 Smart-Scope--&amp;gt;&lt;br /&gt;
{{Smartscope Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Underbarrel&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Vertical Grip--&amp;gt;&lt;br /&gt;
{{Vertical Grip}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Angled Grip--&amp;gt;&lt;br /&gt;
{{Angled Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Flashlight Grip--&amp;gt;&lt;br /&gt;
{{Flashlight Grip Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Gyroscopic Stabilizer--&amp;gt;&lt;br /&gt;
{{Gyroscopic Stabilizer Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Bipod--&amp;gt;&lt;br /&gt;
{{Bipod Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK1 Underslung Grenade Launcher--&amp;gt;&lt;br /&gt;
{{MK1_UGL_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mini Flamethrower--&amp;gt;&lt;br /&gt;
{{Miniflamer_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--U7 Underbarrel Shotgun--&amp;gt;&lt;br /&gt;
{{Underbarrel_Shotgun_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Burst Fire Assembly--&amp;gt;&lt;br /&gt;
{{Burst Fire Assembly Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Laser Sight--&amp;gt;&lt;br /&gt;
{{Laser_Sight_Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Underbarrel Extinguisher--&amp;gt;&lt;br /&gt;
{{Underbarrel Extinguisher Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--R4T Magnetic Sling--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |{{Anchor|R4T Magnetic Sling}}[[#R4T Magnetic Sling|R4T Magnetic Sling]]&lt;br /&gt;
&lt;br /&gt;
[[File:R4T-Sling.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Dropped weapon goes to backpack slot&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Moderately Increase Wield Delay&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stock&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--m41astock--&amp;gt;&lt;br /&gt;
{{M41A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--L42A Stock--&amp;gt;&lt;br /&gt;
{{L42A Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M44 Stock--&amp;gt;&lt;br /&gt;
{{M44 Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--M37 Wooden Stock--&amp;gt;&lt;br /&gt;
{{M37 Wooden Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MK221 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MK221 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Collapsible Submachinegun Stock--&amp;gt;&lt;br /&gt;
{{Collapsible Submachinegun Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Submachinegun Arm Brace--&amp;gt;&lt;br /&gt;
{{Submachinegun Arm Brace Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MOU53 Tactical Stock--&amp;gt;&lt;br /&gt;
{{MOU53 Tactical Stock Stats}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--R4T Scouting Stock--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|{{Anchor|R4T scouting stock}}[[#R4T scouting stock|R4T scouting stock]]&lt;br /&gt;
[[File:R4T-Stock.png|64px]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Slightly reduces recoil&lt;br /&gt;
* Greatly decreases bullet spread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Both:&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* Slightly increases weapon melee damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;|&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Wielded:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Major wield delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;One Handed:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
* Majorly increases bullet spread&lt;br /&gt;
* Slightly increases recoil&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Barrels&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Attachment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:300px;&amp;quot;|&#039;&#039;&#039;Drawbacks:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba standard barrel--&amp;gt;&lt;br /&gt;
{{Mateba Standard Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba marksman barrel--&amp;gt;&lt;br /&gt;
{{Mateba Marksman Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Mateba short barrel--&amp;gt;&lt;br /&gt;
{{Mateba Short Barrel Stats}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
= Marine Kits =&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Kits:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Contents:&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Pyro kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Pyro Kit}} M240 Pyrotechnician Support Kit&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you access to the powerful M240 Flamethrower along with equipment to refuel it and to extinguish any friendly fiery incidents. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* USCM Pyrotechnician G4-1 Fuel Tank&lt;br /&gt;
* M240A1 Incinerator Unit&lt;br /&gt;
* 2 Incinerator Fuel Tank&lt;br /&gt;
* 1 Large incinerator Fuel Tank (Gel)&lt;br /&gt;
* Pocket Extinguisher&lt;br /&gt;
* Underbarrel Extinguisher&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini JTAC kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini JTAC Kit}}&#039;&#039;&#039;JTAC Radio Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the special JTAC channel for coordinating airstrikes as well as calling them in with tactical binoculars and signal flare packs as well as a flare gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M82-F Flare Gun&lt;br /&gt;
* M276 pattern M82F flare gun holster rig&lt;br /&gt;
* 2x Signal flares packs&lt;br /&gt;
* Tactical Binoculars&lt;br /&gt;
* JTAC encryption key (Use :j to speak on this radio channel)&lt;br /&gt;
* USCM Radio Telephone Backpack&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
All of these got removed&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Grenadier_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Grenadier Kit}}&lt;br /&gt;
&#039;&#039;&#039;Frontline M40 Grenadier kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; A marine kit that gives you a belt of grenades for all your explosive needs. The HEDP rig comes with free HE/INC grenades. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* M276 pattern M40 HEDP rig containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:M40_HEDP.png|64px]]&lt;br /&gt;
[[#M40 HEDP Grenade|&#039;&#039;&#039;3 M40 HEDP Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Incingrenade.png|64px]]&lt;br /&gt;
[[#M40 HIDP Incendiary Grenade|&#039;&#039;&#039;2 M40 HIDP Incendiary Grenades&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-F 40mm Grenade|&#039;&#039;&#039;2 M74 AGM-F 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M74 Incen Airburst Grenade.png|64px]]&lt;br /&gt;
[[#M74 AGM-I 40mm Grenade|&#039;&#039;&#039;1 M74 AGM-I 40mm Grenade&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* Explosive pouch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Personal_Def_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Personal Def Kit}}&#039;&#039;&#039;Personal Defense Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |&#039;&#039;&#039;Description:&#039;&#039;&#039; Standard issue won&#039;t cut it out on the field when your primary weapon is lost. This marine kit comes with an VP78 pistol which is a formidable hand gun with attachments and a holster to make it yours. A reliable pistol that also packs a punch. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* VP78 Pistol, comes pre-loaded&lt;br /&gt;
* 5 magazines&lt;br /&gt;
* Red Dot Sight&lt;br /&gt;
* Laser Sight&lt;br /&gt;
* M276 pattern M4A3 holster rig&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Sniper kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Sniper Kit}}&#039;&#039;&#039;L42A Sniper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers long ranged capabilities against targets out of reach with normal primary weapons. It comes with a L42 Battle Rifle along with free attachments and AP magazines. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* L42A Battle Rifle, comes pre-loaded with standard rifle munitions&lt;br /&gt;
* S8 Telescopic Sight&lt;br /&gt;
* Synthetic Stock&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Suppressor&lt;br /&gt;
* 2 AP magazines&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Engie kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Engie Kit}}&#039;&#039;&#039;Combat Technician Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you the ability to construct defences such as metal barricades, as well as a starter construction kit for immediate defence. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* USCM Technician Welderpack&lt;br /&gt;
* Engineering Pamphlet (+1 Construction +1 Engineering)&lt;br /&gt;
* Insulated Gloves&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Entrenching Tool&lt;br /&gt;
* Welding Goggles&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Welder|&#039;&#039;&#039;Welder&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* M20 Mine&lt;br /&gt;
* 2 C4 Explosive Charges&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:mini Medic kit.png]]&amp;lt;br&amp;gt;{{Anchor|Mini Medic Kit}}&#039;&#039;&#039;First Response Medical Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; The marine kit gives you the ability to heal other people with more effectiveness as well as common medical supplies as what a regular combat medic uses. This is one of the kit options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
* Medical Pamphlet&lt;br /&gt;
* First Responder Technical Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Auto-Injector Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine Auto injector|2 &#039;&#039;&#039;Bicaridine Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Auto injector|2 &#039;&#039;&#039;Kelotane Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Tramadol_Injector.png|48px]]&lt;br /&gt;
[[#Tramadol Auto injector|2 &#039;&#039;&#039;Tramadol Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency Auto injector|1 &#039;&#039;&#039;Emergency Auto injector&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* SensorHud Mate&lt;br /&gt;
* Roller bed&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:intel_kit.png]]&amp;lt;br&amp;gt;{{Anchor|Intel Kit}}&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you equipment for scavenging the Area of Operations for Intel and retrieving it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* Intel Radio Encryption Key&lt;br /&gt;
* Fulton recovery device&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Heavy Support kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Forward HPR Shield Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit offers the powerful Heavy Pulse Rifle as well as a folding barricade for quick defensive placement and firepower. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M41AE2 Heavy Pulse Rifle, comes pre-loaded&lt;br /&gt;
* 1 HPR magazine&lt;br /&gt;
* Bipod&lt;br /&gt;
* 3 MB-6 Folding Barricades&lt;br /&gt;
* Welding goggles&lt;br /&gt;
* Welder&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Pursuit kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M39 Point Man Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives the M39 SMG with the SMG Arm Brace, allowing it to chase after targets with more ease. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M39 SMG, comes pre-loaded&lt;br /&gt;
* Sub-Machine gun arm brace&lt;br /&gt;
* Magnetic Harness&lt;br /&gt;
* H5 Pattern M2132 Machete Scabbard&lt;br /&gt;
* 1 M39 Extended magazine&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Sapper kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M-OU53 Field Test Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited M-OU53 break action shotgun as well as limited ammo. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M-OU53 Break Action Shotgun, comes pre-loaded with flechette shells&lt;br /&gt;
* M-OU53 Tactical Stock&lt;br /&gt;
* Box of shotgun slugs&lt;br /&gt;
* Box of flechette slugs&lt;br /&gt;
* Shotgun shell loading rig&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Exp_Trooper_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the limited SU-6 Smartpistol with extra magazines and attachments to go with it. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* SU-6 Smartpistol&lt;br /&gt;
* 5 SU-6 Smartpisol Magazines&lt;br /&gt;
* Extended Barrel&lt;br /&gt;
* Laser Sight&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M2C_Heavy_Gunner_kit.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;M2C Heavy Gunner Kit&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Description:&#039;&#039;&#039; This marine kit gives you access to the very limited but powerful M2C Heavy Machine Gun. This specific kit must be handed out from &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
* M2C Assembly-Supply Crate&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 30%;&amp;quot;&lt;br /&gt;
 |[[File:M2C_Undeployed.png|48px]]&lt;br /&gt;
[[#M2C Heavy Machine Gun|&#039;&#039;&#039;M2C Heavy Machine Gun&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:M2C_Ammunition_Box.png|48px]]&lt;br /&gt;
[[#M2C Ammunition Box|&#039;&#039;&#039;4 x M2C Ammunition Box&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
* M804 Heavygunner Storage Rig&lt;br /&gt;
* M10 Technician Helmet&lt;br /&gt;
* Tools Pouch containing the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Welder.gif|48px]]&lt;br /&gt;
[[#High Capacity Industrial Blowtorch|&#039;&#039;&#039;High Capacity Industrial Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
|[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Extinguisher|&#039;&#039;&#039;Mini Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
* 2 stacks of Plastic Explosives&lt;br /&gt;
* Heavy Machinegunner Pamphlet (Provides 1 engineering)&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=Pouches=&lt;br /&gt;
Pouches are used by soldiers and civilians alike to carry equipment. Pouches are used to carry additional equipment, ranging from magazines, tools to medical supplies. By right-clicking a pouch you have equipped you can toggle how the worn pouch behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the pouch. The first option is the default one for all single-slot pouches.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:G18-Utility-Pouch.png|64px]]&lt;br /&gt;
{{Anchor|G8-A General Utility Pouch}}&lt;br /&gt;
[[#G8-A General Utility Pouch|&#039;&#039;&#039;G8-A General Utility Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A small, lightweight pouch that can be clipped onto Armat Systems M3 Pattern armor to provide additional storage. The newer G8-A model, while uncomfortable, can also be clipped around the waist. Can hold more varied items than the standard belts. It is one of the rarer pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]]. &#039;&#039;&#039;They can hold 3 items.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light General Pouch}}[[File:gen-pouch.png|64px]]&lt;br /&gt;
[[#Light General Pouch|&#039;&#039;&#039;Light General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry small items and also magazines that cannot usually be carried in a pocket. Contains 1 slot. it can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]] or in the pockets of &#039;&#039;&#039;[[Freelancer Mercenaries|mercenaries]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Colonial Liberation Front|CLF]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medium General Pouch}}[[File:Medium-gen-pouch.png|64px]]&lt;br /&gt;
[[#Medium General Pouch|&#039;&#039;&#039;Medium General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry more small items and also magazines. Contains 2 slots. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; and can be found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#General pouches crate (2x normal, 1x medium, 1x large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large General Pouch}}[[File:Large-gen-pouch.png|64px]]&lt;br /&gt;
[[#Large General Pouch|&#039;&#039;&#039;Large General Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. Often carried by &#039;&#039;&#039;Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;Staff Officers.&#039;&#039;&#039; Not stocked in requisitions by default.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Magazine Pouch}}[[File:medmag-pouch.png|64px]]&lt;br /&gt;
[[#Magazine Pouch|&#039;&#039;&#039;Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Magazine Pouch}}[[File:largemag-pouch.png|64px]]&lt;br /&gt;
[[#Large Magazine Pouch|&#039;&#039;&#039;Large Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Pouch}}[[File:shell-pouch.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Pouch|&#039;&#039;&#039;Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Shotgun Shell Pouch}}[[File:largeshell-pouch.png|64px]]&lt;br /&gt;
[[#Large Shotgun Shell Pouch|&#039;&#039;&#039;Large Shotgun Shell Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Shotgun Shell Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Explosive Pouch}}[[File:explarge-pouch.png|64px]]&lt;br /&gt;
[[#Explosive Pouch|&#039;&#039;&#039;Explosive Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Container designed to hold up to three grenades or other explosives. Issued to Engineers, inside Frontline M40 Grenadier kit, M-OU53 Sapper Support Kit or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Magazine Pouch}}[[File:pistol-mag-pouch.png|64px]]&lt;br /&gt;
[[#Pistol Magazine Pouch|&#039;&#039;&#039;Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Pouch able to hold 3 pistol magazines. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be ordered by [[Requisitions#Ammo pouches crate (1x normal, large, pistol, pistol large)|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Large Pistol Magazine Pouch}}[[File:pistol-mag-pouch-large.png|64px]]&lt;br /&gt;
[[#Large Pistol Magazine Pouch|&#039;&#039;&#039;Large Pistol Magazine Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Large Pistol Magazine Pouch Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pistol Pouch}}[[File:pistol-pouch.png|64px]]&lt;br /&gt;
[[#Sidearm Pouch|&#039;&#039;&#039;Sidearm Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A holster to carry pistols, typically a M4A3, 88M4, or SU-6 handgun. It is one of the common pouches inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Flare Pouch}}[[File:flare-pouch.png|64px]]&lt;br /&gt;
[[#Flare Pouch|&#039;&#039;&#039;Flare Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. Useful for easily lighting the way for your comrades. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Radio Pouch}}[[File:radio-pouch.png|64px]]&lt;br /&gt;
[[#Radio Pouch|&#039;&#039;&#039;Radio Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Used to hold 2 sets of radio headsets. Why would you use this?&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Bayonet Pouch}}[[File:knife-pouch.png|64px]]&lt;br /&gt;
[[#Bayonet Pouch|&#039;&#039;&#039;Bayonet Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch that can hold up to 3 knives. A very uncommon sight on the battlefield. It is one of the pouch options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039; or are usually found in the pockets of the &#039;&#039;&#039;UPP Soldiers&#039;&#039;&#039;. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Survival Pouch}}[[File:survival-pouch.png|64px]]&lt;br /&gt;
[[#Survival Pouch|&#039;&#039;&#039;Survival Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A survival pouch. It can contain flashlights, a pill, a crowbar, metal sheets, and some bandages. Normally found occupying the pockets of [[Survivor|Civilians]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contains a packet of 4 tramadol pills, 10 sterile gauze rolls, crowbar, a flashlight and 50 sheets of metal; all good tools for a survivor on the move.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Document Pouch}}[[File:document-pouch.png|64px]]&lt;br /&gt;
[[#Document Pouch|&#039;&#039;&#039;Document Pouch&#039;&#039;&#039;]]&lt;br /&gt;
| A pouch used to hold documents for safe keeping.&lt;br /&gt;
&#039;&#039;&#039;Field Intelligence Support Kit&#039;&#039;&#039; pouch variant can hold 7 items.&lt;br /&gt;
&lt;br /&gt;
While Intelligence Officer&#039;s have one that holds 21 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tools Pouch}}[[File:Tool_Pouch.png]]&lt;br /&gt;
[[#Tools Pouch|&#039;&#039;&#039;Tools Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your different types of tools. Issued to Engineers, part of the Combat Technician Support Kit, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 4 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Welder.gif|48px]]&lt;br /&gt;
[[#Blowtorch|&#039;&#039;&#039;Blowtorch&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Electronics Pouch}}[[File:electronics-pouch.png|64px]]&lt;br /&gt;
[[#Electronics Pouch|&#039;&#039;&#039;Electronics Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions]].&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 20%;&amp;quot;&lt;br /&gt;
 |[[File:Circuitboard.png|48px]]&lt;br /&gt;
[[#Circuitboards|&#039;&#039;&#039;Circuitboards&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Powercell.png|48px]]&lt;br /&gt;
[[#Powercells|&#039;&#039;&#039;Powercells&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Construction Pouch}}[[File:const-pouch.png|64px]]&lt;br /&gt;
[[#Construction Pouch|&#039;&#039;&#039;Construction Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Designed to holster construction materials. Issued to Engineers, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Construction pouches crate (1x document, electronics, tools, construction)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
Can hold the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&lt;br /&gt;
 |[[File:Metal.png|48px]]&lt;br /&gt;
[[#Metal Sheets|&#039;&#039;&#039;Metal Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Plasteel.png|48px]]&lt;br /&gt;
[[#Plasteel Sheets|&#039;&#039;&#039;Plasteel Sheets&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Sandbag_Empty.png|48px]]&lt;br /&gt;
[[#Empty Sandbags|&#039;&#039;&#039;Empty Sandbags&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Planks.png|48px]]&lt;br /&gt;
[[#Wooden Planks|&#039;&#039;&#039;Wooden Planks&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Rods.png|48px]]&lt;br /&gt;
[[#Metal Rods|&#039;&#039;&#039;Metal Rods&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coil|&#039;&#039;&#039;Cable Coil&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Barbed_Wire.png|48px]]&lt;br /&gt;
[[#Barbed Wire|&#039;&#039;&#039;Barbed Wire&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Entrenching_Tool_Unfolded.png|48px]]&lt;br /&gt;
[[#Entrenching Tool|&#039;&#039;&#039;Entrenching Tool&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Splints/Gauze/Ointment)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Refillable Injectors)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-refil}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First-Aid Pouch}}[[File:aid-pouch.png|64px]]&lt;br /&gt;
[[#First-Aid Pouch|&#039;&#039;&#039;First-Aid Pouch (Pills)&#039;&#039;&#039;]]&lt;br /&gt;
|{{aid-pouch-packet}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medical Pouch}}[[File:medic-pouch.png|64px]]&lt;br /&gt;
[[#Medical Pouch|&#039;&#039;&#039;Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Large pouch able to hold a wide array of medical supplies. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
Contains 3 slots.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Dexalin.png|48px]]&lt;br /&gt;
[[#Autoinjectors|&#039;&#039;&#039;Autoinjectors&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Ointment.png|48px]]&lt;br /&gt;
[[#Ointment|&#039;&#039;&#039;Ointment&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Gauze.png|48px]]&lt;br /&gt;
[[#Gauze|&#039;&#039;&#039;Gauze&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Advtraumakit.png|48px]][[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Kits|&#039;&#039;&#039;Advanced Kits&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:PillBottle.png|48px]]&lt;br /&gt;
[[#Pill Bottles|&#039;&#039;&#039;Pill Bottles&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Hypospray.png|48px]]&lt;br /&gt;
[[#Hyposprays|&#039;&#039;&#039;Hyposprays&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Autoinjector Pouch}}[[File:autoinjector-pouch.png|64px]]&lt;br /&gt;
[[#Autoinjector Pouch|&#039;&#039;&#039;Autoinjector Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A Large pouch dedicated to holding autoinjectors. Issued to squad medics, doctors and can also be found in First Responses Medical Support kits.&lt;br /&gt;
&lt;br /&gt;
Holds 7 Autoinjectors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Medkit Pouch}}[[File:medkit-pouch.png|64px]]&lt;br /&gt;
[[#Medkit Pouch|&#039;&#039;&#039;Medkit Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Special issue pouch, able to hold a medkit. Issued to Medics, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]].&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 10%;&amp;quot;&lt;br /&gt;
 |[[File:First-aid_kit.png|48px]]&lt;br /&gt;
[[#Medkits|&#039;&#039;&#039;Medkits&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|First Responder Tactical Pouch}}[[File:First-Responder-Tactical-Pouch.png|64px]]&lt;br /&gt;
[[#First Responder Tactical Pouch|&#039;&#039;&#039;First Responder Tactical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Holds everything one might need for rapid field triage and treatment. Make sure to coordinate with the proper field medics. Found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in their mini-medical kits.&lt;br /&gt;
Holds 4 medical items.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Splint.png|48px]]&lt;br /&gt;
[[#Splint|&#039;&#039;&#039;Splint&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advburnkit.png|48px]]&lt;br /&gt;
[[#Advanced Burn Kit|&#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Advtraumakit.png|48px]]&lt;br /&gt;
[[#Advanced Trauma Kit|&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Syringe Pouch}}[[File:syringe-pouch.png|64px]]&lt;br /&gt;
[[#Syringe Pouch|&#039;&#039;&#039;Syringe Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Uncommon issue pouch, able to hold an array of syringes. Issued to shipside Doctors, or found inside the &#039;&#039;&#039;ColMarTech automated armaments vendor&#039;&#039;&#039; in [[Requisitions#Medical pouches crate (1x firstaid, medical, syringe, medkit)|Requisitions]]. Contains 6 slots. Sees limited use because hyposprays, autoinjectors, and pills do the jobs better in most cases.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chemist Pouch}}[[File:chemist-pouch.png|64px]]&lt;br /&gt;
[[#Chemist Pouch|&#039;&#039;&#039;Chemist Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass beakers. It&#039;s filled with an empty regular and large beaker. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 2 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vial Pouch}}[[File:vial-pouch.png|64px]]&lt;br /&gt;
[[#Vial Pouch|&#039;&#039;&#039;Vial Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pouch for carrying glass vials. Can be found in the medical doctor&#039;s lockers in medbay.&lt;br /&gt;
Contains 6 slots.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Pressurized Pouch}}[[File:Pressurized-pouch.png|64px]]&lt;br /&gt;
[[#Pressurized Pouch|&#039;&#039;&#039;Pressurized Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A pressurized reagent canister pouch. It is used to refill custom injectors, and can also store one. May be refilled with a reagent tank or a Chemical Dispenser. Can be found in the medical doctor&#039;s lockers in medbay and in the [[Squad_Medic|Squad Medic&#039;s]]  &#039;&#039;&#039;ColMarTech automated equipment vendors&#039;&#039;&#039;.&lt;br /&gt;
Contains 1 slot for an Auto-injector.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Flame Pouch}}[[File:flame-pouch.png|64px]]&lt;br /&gt;
[[#Fuel tank strap pouch|&#039;&#039;&#039;Fuel tank strap pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Two rings straps that loop around M240 variety napalm tanks. Handle with care.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!{{Anchor|Tactical Medical Pouch}}[[File:Tactical-med-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Medical Pouch|&#039;&#039;&#039;Tactical Medical Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy pouch containing everything one needs to get themselves back on their feet. Quite the selection.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Holds the following:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 70%;&amp;quot;&lt;br /&gt;
 |[[File:Healthanalyzer.png|48px]]&lt;br /&gt;
[[#Health Analyzer|&#039;&#039;&#039;Health Analyzer&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Nano-Splint.png|48px]]&lt;br /&gt;
[[#Nano Splints|&#039;&#039;&#039;Nano Splints&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvtraumakit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Trauma Kit|&#039;&#039;&#039;Upgraded Advanced Trauma Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:UpgradedAdvburnkit.png|48px]]&lt;br /&gt;
[[#Upgraded Advanced Burn Kit|&#039;&#039;&#039;Upgraded Advanced Burn Kit&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Bicaridine.png|48px]]&lt;br /&gt;
[[#Bicaridine|&#039;&#039;&#039;Bicaridine Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Kelotane.png|48px]]&lt;br /&gt;
[[#Kelotane Injector|&#039;&#039;&#039;Kelotane Injector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Emergency_Auto_injector.png|48px]]&lt;br /&gt;
[[#Emergency AutoInjector|&#039;&#039;&#039;2 x Emergency AutoInjector&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Mini_Extinguisher.png|48px]]&lt;br /&gt;
[[#Mini Fire Extinguisher|&#039;&#039;&#039;Mini Fire Extinguisher&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Redemption_stim_injector.png|48px]]&lt;br /&gt;
[[#Redemption Stimulant|&#039;&#039;&#039;Redemption Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Brain_stim_injector.png|48px]]&lt;br /&gt;
[[#Brain Stimulant|&#039;&#039;&#039;Brain Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
 |[[File:Speed_stim_injector.png|48px]]&lt;br /&gt;
[[#Speed Stimulant|&#039;&#039;&#039;Speed Stimulant&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Tactical Tool Pouch}}[[File:Tactical-tool-pouch.png|64px]]&lt;br /&gt;
[[#Tactical Tool Pouch|&#039;&#039;&#039;Tactical Tool Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|This particular toolkit full of sharp, heavy objects was designed for breaking into things rather than fixing them. Still does the latter pretty well, though.&lt;br /&gt;
Worn by MARSOC Operators.&lt;br /&gt;
Can be worn by attaching it to a pocket.&lt;br /&gt;
&lt;br /&gt;
Contains 8 slots.&lt;br /&gt;
Holds the following items below:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
 |[[File:Screwdriver.png|48px]]&lt;br /&gt;
[[#Screwdriver|&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wirecutters.png|48px]]&lt;br /&gt;
[[#Wirecutters|&#039;&#039;&#039;Wirecutters&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Crowbar.png|48px]]&lt;br /&gt;
[[#Crowbar|&#039;&#039;&#039;Crowbar&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:CableCoils.png|48px]]&lt;br /&gt;
[[#Cable Coils|&#039;&#039;&#039;Cable Coils&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Multitool.png|48px]]&lt;br /&gt;
[[#Security Access Tuner|&#039;&#039;&#039;Security Access Tuner&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:Wrench.png|48px]]&lt;br /&gt;
[[#Wrench|&#039;&#039;&#039;Wrench&#039;&#039;&#039;]]&lt;br /&gt;
 ||[[File:C4.png|48px]]&lt;br /&gt;
[[#C4|&#039;&#039;&#039;C4 x 2&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Sling Pouch}}[[File:sling_pouch.png|64px]]&lt;br /&gt;
[[#Sling Pouch|&#039;&#039;&#039;Sling Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|Keeps a single item attached to a strap, Can contain either an e-tool, motion tracker or any medium-sized device. When an item that was attached to the sling pouch is dropped, It will return to the sling pouch.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Machete Pouch}}[[File:machete_pouch.png|64px]]&lt;br /&gt;
[[#Machete Pouch|&#039;&#039;&#039;Machete Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry a M2132 machete. It can be strapped to the pouch slot.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Storage Equipment=&lt;br /&gt;
Storage Equipment is important for carrying various supplies during an active mission, make sure to take one. By right-clicking a rig you have equipped you can toggle how the worn rig behaves when clicked with an empty hand. It can either open the storage menu or take the first item inside the rig. The first option is the default.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Webbing}}[[File:webbing.png|64px]]&lt;br /&gt;
[[#Webbing|&#039;&#039;&#039;Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 small sized items or magazines.&lt;br /&gt;
It is the standard webbing for most of the &#039;&#039;&#039;USCM support personnel&#039;&#039;&#039;. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Black Webbing}}[[File:Black_webbing_vest.png|64px]]&lt;br /&gt;
[[#Black Webbing|&#039;&#039;&#039;Black Webbing&#039;&#039;&#039;]]&lt;br /&gt;
|Robust black synthcotton vest with lots of pockets. Has five slots. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Brown Webbing Vest}}[[File:brown_webbing_vest.png|64px]]&lt;br /&gt;
[[#Brown Webbing Vest|&#039;&#039;&#039;Brown Webbing Vest&#039;&#039;&#039;]]&lt;br /&gt;
|Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items. Can be issued out by [[Requisitions#Armaments_and_Ammunition_Vendors|Requisitions]].&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Drop Pouch}}[[File:Drop Pouch.png|64px]]&lt;br /&gt;
[[#Drop Pouch|&#039;&#039;&#039;Drop Pouch&#039;&#039;&#039;]]&lt;br /&gt;
|{{Drop Pouch Description}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Ammo Load Rig}}[[File:M276_Pattern_Ammo_Load_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Ammo Load Rig|&#039;&#039;&#039;M276 Pattern Ammo Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is the standard variant designed for bulk ammunition-carrying operations. This holds 5 various magazines or handfuls of shotgun shells.&lt;br /&gt;
It is the standard rig for most of the &#039;&#039;&#039;USCM combat personnel&#039;&#039;&#039;, excluding Engineers and Medics. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shotgun Shell Load Rig}}[[File:Shotgun_belt.png|64px]]&lt;br /&gt;
[[#Shotgun Shell Load Rig|&#039;&#039;&#039;Shotgun Shell Load Rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold shotgun shells or individual bullets. This holds 14 handfuls of shells. It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Knife Rig}}[[File:M276_pattern_knife.png|64px]]&lt;br /&gt;
[[#M276 Pattern Knife Rig|&#039;&#039;&#039;M276 Pattern Knife Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is specially designed with four holsters to store throwing knives. Not commonly issued, but kept in service for the USCM&#039;s more suicidal operators. Holds up to 12 throwing knives. Can quickly draw knives from it by pressing E. Or if there is a primary weapon in the suit storage slot, Shift + E.&lt;br /&gt;
It is one of the belt options of the &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M276 Pattern M40 HEDP Rig Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M40 HEDP Rig}}[[File:M276_pattern_M40_HEDP.png|64px]]&lt;br /&gt;
[[#M276 Pattern M40 HEDP Rig|&#039;&#039;&#039;M276 Pattern M40 Grenade Rig MK.II&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 Mk. II is is an upgraded version of the M276 Grenade rig, with more storage capacity. It consists of a modular belt with various clips.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;USCM Heavy Grenadier Specialists&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Toolbelt Rig}}[[File:M276_Pattern_Toolbelt_Rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Toolbelt Rig|&#039;&#039;&#039;M276 Pattern Toolbelt Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Squad Engineers and Maintenance Technicians to do their work.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;Squad Engineers&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Medical Storage Rig}}[[File:M276_pattern_medical_storage_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern Medical Storage Rig|&#039;&#039;&#039;M276 Pattern Medical Storage Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can also hold folding medical beds and defibrillators.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern Lifesaver Bag}}[[File:M276_pattern_lifesaver_bag.png|64px]]&lt;br /&gt;
[[#M276 Pattern Lifesaver Bag|&#039;&#039;&#039;M276 Pattern Lifesaver Bag&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medic can use.&lt;br /&gt;
It is one of the standard rigs for &#039;&#039;&#039;Combat Medics&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M804_Heavygunner_rig.png|64px]]&lt;br /&gt;
[[#M804 Heavy Gunner Rig|&#039;&#039;&#039;M804 Heavy Gunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M804 Heavygunner Storage Rig is a modified M276 Pattern Toolbelt Rig modified to store the ammunition for the M2C Heavy Machinegun System and other engineering tools for the gunner. &lt;br /&gt;
It is found in the M2C Heavy Gunner kit and can only be obtained through &#039;&#039;&#039;Requisitions&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M804 Heavy Gunner Rig}}[[File:M276_pattern_mortar_operator_belt.png|64px]]&lt;br /&gt;
[[#M276 pattern mortar operator belt|&#039;&#039;&#039;M276 pattern mortar operator belt&#039;&#039;&#039;]]&lt;br /&gt;
|A belt specifically designed to carry ammunition for the M402 mortar along with a sidearm. &lt;br /&gt;
&lt;br /&gt;
Holds 4 mortar shells of any kind and reserves a slot for a pistol.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M280 Smartgunner Drum Belt}}[[File:M280_Smartgunner_Drum_Belt.png|64px]]&lt;br /&gt;
[[#M280 Smartgunner Drum Belt|&#039;&#039;&#039;M280 Smartgunner Drum Belt&#039;&#039;&#039;]]&lt;br /&gt;
|Despite the fact that 1. drum magazines are incredibly non-ergonomical, and 2. require incredibly precise machining in order to fit universally (spoiler, they don&#039;t, adding further to the myth of &#039;Smartgun Personalities&#039;), the USCM decided to issue a modified marine belt (more formally known by the designation M280) with hooks and dust covers (overly complex for the average jarhead) for the M56B system&#039;s drum munitions. When the carry catch on the drum isn&#039;t getting stuck in the oiled up velcro, the rig actually does do a decent job at holding a plentiful amount of drums. But at the end of the day, compared to standard rigs... it sucks, but isn&#039;t that what being a Marine is all about?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 loading rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 loading rig|&#039;&#039;&#039;M276 pattern 45-70 loading rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. Can attach a revolver holster attachment to it but reduces its maximum capacity slightly.&lt;br /&gt;
&lt;br /&gt;
Holds 28 handfuls of 45-70 bullets.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 pattern 45-70 loading rig}}[[File:M276 pattern 45-70 revolver rig.png|64px]]&lt;br /&gt;
[[#M276 pattern 45-70 revolver rig|&#039;&#039;&#039;M276 pattern 45-70 revolver rig&#039;&#039;&#039;]]&lt;br /&gt;
|An ammunition belt designed to hold the large 45-70 Govt. calibre bullets for the R4T lever-action rifle. This version has reduced capacity in exchange for a whole revolver holster.&lt;br /&gt;
&lt;br /&gt;
Holds 25 handfuls of 45-70 bullets or 24 handfuls of 45-70 bullets with a Revolver.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM mortar shell backpack}}[[File:USCM_mortar_shell_backpack.png|64px]]&lt;br /&gt;
[[#USCM mortar shell backpack|&#039;&#039;&#039;USCM mortar shell backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specifically designed to carry ammunition for the M402 mortar.&lt;br /&gt;
&lt;br /&gt;
Holds 7 mortar shells of any kind.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Lightweight IMP Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#USCM Lightweight IMP Backpack|&#039;&#039;&#039;USCM Lightweight IMP Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.&lt;br /&gt;
Has to be held in one hand to access items inside. Holds 7 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welderpack}}[[File:Welderpack.png|64px]]&lt;br /&gt;
[[#USCM Technician Welderpack|&#039;&#039;&#039;USCM Technician Welderpack&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welderpack}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Technician Welder-Satchel}}[[File:Weldersatchel.png|64px]]&lt;br /&gt;
[[#USCM Technician Welder-Satchel|&#039;&#039;&#039;USCM Technician Welder-Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|{{USCM Technician Welder-Satchel}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Satchel}}[[File:USCM_satchel.png|64px]]&lt;br /&gt;
[[#USCM Satchel|&#039;&#039;&#039;USCM Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty satchel carried by most USCM soldiers.&lt;br /&gt;
It is standard gear for most of the USCM. Holds 5 normal size items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Light Weight Combat Pack}}[[File:LightWeight_Combat_Pack.png|64px]]&lt;br /&gt;
[[#Light Weight Combat Pack|&#039;&#039;&#039;Light Weight Combat Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A small lightweight pack for expeditions and short-range operations. Accessible like a satchel but has the inventory space of a backpack. Superior to the USCM satchel.&lt;br /&gt;
It&#039;s a standard pack for non-USCM Combat Personal, like the &#039;&#039;&#039;[[The Colonial Liberation Front|Colonial Liberation Front]]&#039;&#039;&#039; and &#039;&#039;&#039;[[The Union of Progressive Peoples|UPP Soldiers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM logistics IMP backpack}}[[File:IO_Pack.png|64px]]&lt;br /&gt;
[[#USCM logistics IMP backpack|&#039;&#039;&#039;USCM logistics IMP backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue backpack worn by logistics personnel. It is occasionally issued to combat personnel for longer term expeditions and deep space incursions. &#039;&#039;&#039;Worn by USCM Synthetic Units&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M68 Thermal Cloak}}[[File:M68_Thermal_Cloak.png|64px]]&lt;br /&gt;
[[#M68 Thermal Cloak|&#039;&#039;&#039;M68 Thermal Cloak&#039;&#039;&#039;]]&lt;br /&gt;
|The lightweight thermal dampeners and optical camouflage provided by this cloak are weaker than those found in standard USCM ghillie suits. In exchange, the cloak can be worn over combat armor and offers the wearer high manueverability and adaptability to many environments. Capable of almost completely cloaking the user from the visual spectrum for an indefinite period of time. &#039;&#039;&#039;A fire extinguisher or acid sprayed at you will make you visible&#039;&#039;&#039;. Required to be worn over the M3-S Light Armor and &#039;&#039;&#039;equipped like a backpack in your inventory&#039;&#039;&#039;. To cloak yourself, go to the Scout tab and click &amp;lt;code&amp;gt;Activate-Cloak&amp;lt;/code&amp;gt;, you may also assign a [[Macros|Macro]] to toggle the cloak as well. In addition to camouflage, this also provides inventory slots akin to a backpack, but works like a satchel. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Scout Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M3 Sniper&#039;s Smock}}[[File:m3snipersmock.png|64px]]&lt;br /&gt;
[[#M3 Sniper&#039;s Smock|&#039;&#039;&#039;M3 Sniper&#039;s Smock&#039;&#039;&#039;]]&lt;br /&gt;
|A specially designed smock with pockets for all your sniper needs. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.  &#039;&#039;&#039;Worn by USCM Sniper Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Broiler-T flexible refueling system}}[[File:M240-T_Fuel Pack.png]]&lt;br /&gt;
[[#Broiler-T flexible refueling system|&#039;&#039;&#039;Broiler-T flexible refueling system&#039;&#039;&#039;]]&lt;br /&gt;
|A specialized back harness that carries the Broiler-T flexible refueling system. It is able to hold the specialist flamer inside it, freeing up the suit storage slot. Designed by and for USCM Pyrotechnicians. It contains all 3 of the fuel types that can be used with the M240-T Incinerator. &#039;&#039;&#039;Worn by USCM Pyrotechnician Specialists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can assign a [[Macros|Macro]] for the Broiler in order to switch fuel types.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M22 Rocket Bags}}[[File:M22 rocket bag.png]]&lt;br /&gt;
[[#M22 Rocket Bags|&#039;&#039;&#039;M22 Rocket Bags&#039;&#039;&#039;]]&lt;br /&gt;
|Specially designed bags made to hold rockets. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items. &#039;&#039;&#039;Worn by USCM Demolition Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM IMP M63A1 Grenade Satchel}}[[File:Grenade Satchel.png]]&lt;br /&gt;
[[#USCM IMP M63A1 Grenade Satchel|&#039;&#039;&#039;USCM IMP M63A1 Grenade Satchel&#039;&#039;&#039;]]&lt;br /&gt;
|A satchel with dedicated grenades pouches meant to minimize risks of secondary ignition. To limit untrained marines tampering with the explosive content inside, it is equipped with a ID lock. Swipe your ID card to lock or unlock it. Acts like a satchel with the storage capacity of a backpack. Holds 7 normal sized items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by USCM Heavy Grenadier Specialists&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Radio  Telephone Pack}}[[File:Rtobackpack.png|64px]]&lt;br /&gt;
[[#USCM Radio  Telephone Pack|&#039;&#039;&#039;USCM Radio  Telephone Pack&#039;&#039;&#039;]]&lt;br /&gt;
|A heavy-duty pack, used for telecommunications between central command. &lt;br /&gt;
&lt;br /&gt;
Issued to &#039;&#039;&#039;Squad Radio Telephone Operators&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Commanding Officer Backpack}}[[File:USCM_infantry_backpack.png|64px]]&lt;br /&gt;
[[#Marine Commanding Officer Backpack|&#039;&#039;&#039;Marine Commanding Officer Backpack&#039;&#039;&#039;]]&lt;br /&gt;
|A backpack specially made for the Commanding Officer of the 2nd battalion of the 4th brigade, Falling Falcons. Can be found in the Commander&#039;s Locker at round start. Holds more items then a regular backpack.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M103 pattern Tank-Ammo rig}}[[File:M103 pattern Tank-Ammo rig.png]]&lt;br /&gt;
[[#M103 pattern Tank-Ammo rig|&#039;&#039;&#039;M103 pattern Tank-Ammo rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M103 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. Made specially for Tank Crewmen for store their ammunition. Holds 2 items.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Pyrotechnician G4-1 Fuel Tank}}[[File:G4-1 FuelTank.png]]&lt;br /&gt;
[[#USCM Pyrotechnician G4-1 Fuel Tank|&#039;&#039;&#039;USCM Pyrotechnician G4-1 Fuel Tank&#039;&#039;&#039;]]&lt;br /&gt;
|A much older generation back rig that holds fuel in two tanks. A small regulator sits between the two. Has a few straps for holding up to three of the actual flamer tanks you&#039;ll be refilling.&lt;br /&gt;
Holds 350 units of fuel.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UCP3 combat pack}}[[File:UCP3-combat-pack.png]]&lt;br /&gt;
[[#UCP3 combat pack|&#039;&#039;&#039;UCP3 combat pack&#039;&#039;&#039;]]&lt;br /&gt;
|A UPP military standard-issue Union Combat Pack MK3. Standard issue for soldiers from the &#039;&#039;&#039;Union of Progressive Peoples&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Holsters and Scabbards=&lt;br /&gt;
This is a list of Holsters and Scabbards. Some holsters can carry magazines with their respective firearm.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Shoulder Holster}}[[File:Shoulder_Holster.png|64px]]&lt;br /&gt;
[[#Shoulder Holster|&#039;&#039;&#039;Shoulder Holster&#039;&#039;&#039;]]&lt;br /&gt;
|A traditional shoulder holster that can be attached to all uniforms. Can holster any handgun and completes the look of any hard-boiled detective. Standard Marines can acquire them through their &#039;&#039;&#039;ColMarTech Automated Closet&#039;&#039;&#039;.&lt;br /&gt;
Can be ordered via crate at [[Requisitions]], and [[Military Police]] lockers contain one, but not carried normally.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M4A3 Holster Rig}}[[File:M276_pattern_M4A3_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern General Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern General Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version has a holster assembly that allows one to carry the M4A3, 88M4, or the M1911 comfortably secure. It also contains side pouches that can store 9mm or .45 magazines.&lt;br /&gt;
It is one of the uncommon rigs inside USCM Vendors. It is also the standard rig for &#039;&#039;&#039;Cargo Technicians, Intelligence Officers, Pilot Officers, Staff Officers, and the [[Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern SU6 Smart pistol Holster Rig}}[[File:M276_pattern_SU-6 Smart pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern SU-6 Smart Pistol Holster Rig|&#039;&#039;&#039;M276 Pattern SU-6 Smart Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the SU-6 smartpistol. Available only in the &#039;&#039;&#039;Experimental Trooper Kit&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M44 Holster Rig}}[[File:M276_pattern_M44_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M44 Holster Rig|&#039;&#039;&#039;M276 Pattern M44 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M44 magnum revolver, along with three pouches for speedloaders. It faintly smells of hay.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors, in the Marine Prep Vendors&#039;&#039;&#039;, or standard issue for the &#039;&#039;&#039;[[Requisitions Officer]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M802 Pattern Smartgunner Rig}}[[File:M802_Pattern_Smartgunner_rig.png|64px]]&lt;br /&gt;
[[#M802 Pattern Smartgunner Rig|&#039;&#039;&#039;M802 Pattern Smartgunner Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M802 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed to carry smartgun ammunition, as well as a sidearm.&lt;br /&gt;
It is issued to [[Squad_Smartgunner|&#039;&#039;&#039;USCM Squad Smartgunners&#039;&#039;&#039;]] and can be found in their vendors.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M82F flare gun holster rig}}[[File:M276_pattern_M82F flare gun holster rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M82F flare gun holster rig|&#039;&#039;&#039;M276 Pattern M82F flare gun holster rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is for the M82F flare gun.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Type 41 Pistol Holster Rig}}[[File:Type_41_pistol_holster_rig.png|64px]]&lt;br /&gt;
[[#Type 41 Pistol Holster Rig|&#039;&#039;&#039;Type 41 Pistol Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|A modification of the standard UPP pouch rig to carry a single Korovin PK-9 pistol. It also contains side pouches that can store .22 magazines, either hollowpoints or tranquilizers.&lt;br /&gt;
It is the standard rig for &#039;&#039;&#039;[[Union of Progressive Peoples Commandos|UPP Officers]]&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M276 Pattern M39 Holster Rig}}[[File:M276_pattern_M39_holster_rig.png|64px]]&lt;br /&gt;
[[#M276 Pattern M39 Holster Rig|&#039;&#039;&#039;M276 Pattern M39 Holster Rig&#039;&#039;&#039;]]&lt;br /&gt;
|The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is designed for the M39 SMG and features a larger frame to support the gun. Due to its unorthodox design, it isn&#039;t a very common sight and is only specially issued.&lt;br /&gt;
It is one of the uncommon rigs inside &#039;&#039;&#039;USCM Cargo Vendors and can also be found in the standard marine prep, and some of the specialised squad role vendors.&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|L44 M37A2 Scabbard}}[[File:L44_M37A2_scabbard.png|64px]]&lt;br /&gt;
[[#L44 M37A2 Scabbard|&#039;&#039;&#039;L44 M37A2 Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather holster allowing the storage of an M37A2 Shotgun. It contains harnesses that allow it to be secured to the back for easy storage.&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
![[File:H5_pattern_M2132_machete_scabbard.png|64px]]&lt;br /&gt;
{{Anchor|H5 Pattern M2132 Machete Scabbard}}&lt;br /&gt;
[[#H5 Pattern M2132 Machete Scabbard|&#039;&#039;&#039;H5 Pattern M2132 Machete Scabbard&#039;&#039;&#039;]]&lt;br /&gt;
|A large leather scabbard used to carry an M2132 machete. It can be strapped to the back, the armor, and/or the belt slot(s).&lt;br /&gt;
It is one of the scabbards inside &#039;&#039;&#039;USCM Cargo Vendors, or in the Marine Prep Vendors&#039;&#039;&#039;. They all start with machetes inside.&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Support Equipment=&lt;br /&gt;
This is a list of equipment to aid Marines during the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Equipment:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
![[File:Tactical_Binoculars.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Tactical Binoculars|&#039;&#039;&#039;Tactical Binoculars&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Tactical Binoculars}}&lt;br /&gt;
&lt;br /&gt;
{{Tactical Binoculars Description}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Range_Finders.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Range Finders|&#039;&#039;&#039;Range Finders&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Range Finders}}&lt;br /&gt;
&lt;br /&gt;
A pair of binoculars, with a laser targeting function. This one is only used for gathering coordinates for mortar targets, supply drop coordinates and Orbital Bombardment coordinates. Ctrl + Click turf to acquire its coordinates. Ctrl + Click rangefinder to stop lasing. The tile&#039;s Longitude and Latitude coordinates will be displayed in a pop up menu&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M2 Night Vision Goggles}}&lt;br /&gt;
[[File:Night_Vision_Goggles.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M2 Night Vision Goggles|&#039;&#039;&#039;M2 Night Vision Goggles&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
{{M2_Night_Vision_Goggle_Description}}&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M94 Marking Flare Pack}}&lt;br /&gt;
[[File:M94FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M94 Marking Flare Pack|&#039;&#039;&#039;M94 Marking Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M94 Marking Flares. Carried by USCM soldiers to light dark areas that cannot be reached with the usual TNR Shoulder Lamp.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|M89 Marking Flare Pack}}&lt;br /&gt;
[[File:M89 Signal FlarePack.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#M89-S SignalFlare Pack|&#039;&#039;&#039;M89-S Signal Flare Pack&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
A packet of eight M89-S Signal Marking Flares. Used for signalling close air support dropships to strafe an area.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Motion_Detector.gif|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Motion Detector|&#039;&#039;&#039;Motion Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Motion Detector}}&lt;br /&gt;
A device that detects movement, but ignores marines. The screen will show the amount of unidentified movement detected (up to 9). For example, if a alien on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the motion tracker in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode).  You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Motion Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the motion detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The motion detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The motion tracker covers a smaller amount of your screen but detects movement at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Data_Detector.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Data Detector|&#039;&#039;&#039;Unused Data Detector&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Data Detector}}&lt;br /&gt;
The Data Detector highlights any documents or objects that is on your screen and a few tiles off screen. For example, if a document is on the other side of a wall, it will be highlighted and give off a high-pitched pinging sound. Hold the data detector in your hand or store it in your belt slot, and turn it on either by clicking on it or &#039;&#039;&#039;Z&#039;&#039;&#039; (in hotkey mode). This item was used by Intelligence Officers while CM was using the DEFCON system.&lt;br /&gt;
You can&#039;t find it on the game anymore unless the admin spawned it.&lt;br /&gt;
You can switch modes with Alt+Click.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Data Detector Range Modes:&#039;&#039;&#039;&lt;br /&gt;
| You can cycle through two different range modes, &#039;&#039;&#039;Long Range&#039;&#039;&#039; and &#039;&#039;&#039;Short Range&#039;&#039;&#039; by right clicking the Data Detector and then clicking on &#039;&#039;Toggle Range Mode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Range:&#039;&#039;&#039; The  Data Detector will detect movement on your whole screen and further at a slow rate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Short Range:&#039;&#039;&#039; The  Data Detector covers a smaller amount of your screen but detects Intel at a faster rate.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Whistle.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Whistle|&#039;&#039;&#039;Whistle&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Whistle}}&lt;br /&gt;
A whistle reserved for Squad leaders and the Command Staff, to help coordinate marines. To use the whistle you can click on it while it&#039;s in your hand or you can wear it in your mask slot and then click it with an empty hand. Click and drag to take it out of your mask slot.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Fulton_Device.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Fulton Device|&#039;&#039;&#039;Fulton Device&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Fulton Device}}&lt;br /&gt;
&lt;br /&gt;
A system used by the USCM for retrieving objects of interest on the ground from a AUD-25 dropship. Can be used to extract unrevivable corpses or crates, typically lasting around 3 minutes in the air.&lt;br /&gt;
There are 20 uses in the stack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:MB-6 Folding Barricade.png]]&lt;br /&gt;
&lt;br /&gt;
[[#MB-6 Folding Barricade|&#039;&#039;&#039;MB-6 Folding Barricade&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|MB-6 Folding Barricade}}&lt;br /&gt;
&lt;br /&gt;
A plasteel-carbon composite barricade. Resistant to most acids while being simple to repair. There are two pushplates that allow this barricade to fold into a neat package. Use a blowtorch to repair. Can be worn on the backpack slot  and stacked up to 3 times once folded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can be quickly folded with a wrench and crowbar as an engineer or if untrained, folded by dragging the sprite to your chracter.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Gasmask.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Gas Mask|&#039;&#039;&#039;Gas Mask&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Gas Mask}}&lt;br /&gt;
Gas masks are available in ColMarTech Automated Closets for all marines. It is currently purely cosmetic.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:cotablet.png]]&lt;br /&gt;
&lt;br /&gt;
[[#Command Tablet|&#039;&#039;&#039;Command Tablet&#039;&#039;&#039;]]&lt;br /&gt;
|{{Anchor|Command Tablet}}&lt;br /&gt;
A special device used by the Captain of the ship. The Command Tablet acts as a portable communications console for issuing announcements on the go.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=USCM Military Clothing=&lt;br /&gt;
This is a list of clothing available for USCM personnel. Clothing design changes depending on the operation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Hypersleep Underwear}}&lt;br /&gt;
[[File:Cryo_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Hypersleep Underwear|&#039;&#039;&#039;USCM Hypersleep Underwear&#039;&#039;&#039;]]&lt;br /&gt;
|A simple outfit worn by USCM personnel during hypersleep. Makes you feel drowsy and slower while wearing.&lt;br /&gt;
&#039;&#039;&#039;Find an actual uniform and change out.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|USCM Marine Uniform}}&lt;br /&gt;
[[File:jumpsuit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#USCM Marine Uniform|&#039;&#039;&#039;USCM Marine Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A standard-issue Marine uniform, only worn by USCM combat personnel. There are also variants of this uniform issued to other Marine personnel.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|MARSOC Tactical Operator Uniform}}&lt;br /&gt;
[[File:MARSOC Uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#MARSOC Tactical Operator Uniform|&#039;&#039;&#039;MARSOC Tactical Operator Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A black uniform for elite Marine operators. So this is where all their money goes.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
MARSOC M3 Pattern Armor,&lt;br /&gt;
M3-L Pattern Light Armor (Light Standard), &lt;br /&gt;
M3 Pattern Personal Armor (Medium Standard), &lt;br /&gt;
M3-H Pattern Heavy Armor (Heavy Standard), &lt;br /&gt;
B12 Pattern Personal Armor (Squad Leader), &lt;br /&gt;
M3-S Light Armor (Scout), &lt;br /&gt;
M3-T Light Armor (Demolitionist), &lt;br /&gt;
M45 Pattern Ghillie Armor (Sniper), &lt;br /&gt;
M35 Armor (Pyrotechnic), &lt;br /&gt;
M3-G4 Grenadier Armor (Grenadier), and&lt;br /&gt;
M56 Combat Harness (Squad Gunner)&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Requisitions Officer Uniform}}&lt;br /&gt;
[[File:requisition_officer_suit.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Requisitions Officer Uniform|&#039;&#039;&#039;Requisitions Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A nicely-fitting military suit for any [[Requisitions Officer]] on their supply job.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Marine Intelligence Officer Uniform}}&lt;br /&gt;
[[File:intel_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Marine Intelligence Officer Uniform|&#039;&#039;&#039;Marine Intelligence Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|Tighter than a vice. Slicker than beard oil. Covered from head to toe in pouches, pockets, bags, straps, and belts. Clearly, you are not only the most intelligent of intelligence officers, but the most fashionable as well. This suit took an entire R&amp;amp;D team five days to develop. It is more expensive than the entire Almayer...probably.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M4 Pattern Intel Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Staff Officer Uniform}}&lt;br /&gt;
[[File:staff_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Staff Officer Uniform|&#039;&#039;&#039;Staff Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Chief Engineer Uniform}}&lt;br /&gt;
[[File:chief_engineer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Chief Engineer Uniform|&#039;&#039;&#039;Chief Engineer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform for veteran military engineer. Often found covered in oil or engine grease.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Executive Officer Uniform}}&lt;br /&gt;
[[File:executive_officer_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Executive Officer Uniform|&#039;&#039;&#039;Executive Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform typically worn by a first-lieutenant Executive Officer in the USCM.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Commander Uniform}}&lt;br /&gt;
[[File:commander_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Commander Uniform|&#039;&#039;&#039;Commander Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|The well-ironed uniform of a USCM Commanding Officer. Even looking at it the wrong way could result in being court-marshalled.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M2 Pattern Officer Armor&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Vehicle Crewman Officer Uniform}}&lt;br /&gt;
[[File:tank_crewman_uniform.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[#Vehicle Crewman Officer Uniform|&#039;&#039;&#039;Vehicle Crewman Officer Uniform&#039;&#039;&#039;]]&lt;br /&gt;
|A uniform worn by commissioned officers of the USCM. Do the corps proud.&lt;br /&gt;
Compatible with-&lt;br /&gt;
&lt;br /&gt;
M3 Pattern Tanker Armor&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Clothing=&lt;br /&gt;
Other pieces of clothing that may or may not be found elsewhere.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Clothing:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description:&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A close-fitting cap that covers the top, back, and sides of the head. Can also be adjusted to cover the lower part of the face so it keeps the user warm in harsh conditions.&lt;br /&gt;
&lt;br /&gt;
Part of the marine uniform on snow planets. Without one of these or a Rebreather keeping their face warm the bitter cold will slowly freeze them to death. It&#039;s a good idea to bring down a few spares in a backpack for those that might&#039;ve forgot theirs.&lt;br /&gt;
Spawns at the &#039;&#039;Automated Closet&#039;&#039; as Standard Equipment if the map is &#039;&#039;&#039;Sorokyne Strata&#039;&#039;&#039; or &#039;&#039;&#039;Corsat&#039;&#039;&#039;. Otherwise available at the &#039;&#039;&#039;Surplus Uniform Vendor&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
|Icon = Heat_absorbent_coif&lt;br /&gt;
|Title = Heat absorbent coif&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard issue combat boots used by the USCM for combat situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Marines|USCM Marines]]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
|Icon = Boots&lt;br /&gt;
|Title = Combat Boots&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A close-fitting tactical mask that can be connected to an air supply.&lt;br /&gt;
Can be ordered by &#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = swat_mask&lt;br /&gt;
|Title = SWAT Mask&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter. This particular suit looks like it belongs to a high-ranking officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC SL Mask&lt;br /&gt;
|Title = M8 pattern armored balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored balaclava designed to conceal both the identity of the operator and act as an air-filter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn by [[Union_of_Progressive_Peoples_Commandos|UPP Commandos]]&#039;&#039;&#039; &lt;br /&gt;
|Icon = UPP Mask&lt;br /&gt;
|Title = UPP armored commando balaclava&lt;br /&gt;
|Border = null&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Helmets=&lt;br /&gt;
A list of helmets which are paired with Military Armor.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  Standard Issue Helmet used by USCM. Provides modest protection from bullet and melee attacks at the head. The M10 Helmet has also two internal slots for storing pocket-sized items. It also has an inbuilt camera allowing for command staff to observe the squad&#039;s actions from aboard the Almayer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Helmets, while looking unique are essentially a custom M10 Helmet.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M10_pattern_marine_helmet&lt;br /&gt;
|Title = M10 Pattern Marine Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  A modified M10 marine helmet for squad engineers. Features a toggleable welding screen for eye protection. Given to Squad Engineers.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M10_technician_helmet&lt;br /&gt;
|Title = M10 Technician Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =  A slightly fancier helmet for marine leaders. This one contains a small built-in camera and has cushioning to project your fragile brain. &lt;br /&gt;
{{M11 Pattern Leader Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M11Helm&lt;br /&gt;
|Title = M11 Pattern Leader Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be lightweight and used for recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M3-S_helmet&lt;br /&gt;
|Title = M3-S Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lightweight M45 helmet with ghillie coif used by USCM snipers on recon missions.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Sniper_Loadout|Sniper Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M45 Ghille Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Ghillie-Coif&lt;br /&gt;
|Title = M45 Ghillie Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom helmet from the M3 series designed to be highly flame retardant.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern Marine Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = M35_Helmet&lt;br /&gt;
|Title = M35 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Pairs with the M3-G4 heavy grenadier plating. A distant cousin of the experimental B18 defensive helmet. As such, it also resists some facehugger latching attempts.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;[[Squad_Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3-G4 Grenadier Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = M3-G4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = It&#039;s a helmet specifically designed to protect against close range attacks. It covers your ears.&lt;br /&gt;
It&#039;s worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; during riot situations. &lt;br /&gt;
{{Riot Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = MP_Helmet&lt;br /&gt;
|Title = Riot Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The lightweight M50 tanker helmet is designed for use by armored crewmen in the USCM. It offers low weight protection, and allows agile movement inside the confines of an armored vehicle, issued for &#039;&#039;&#039;[[Vehicle_Crewman|Vehicle Crewmen]]&#039;&#039;&#039;. Features a toggle-able welding screen for eye protection. &lt;br /&gt;
{{M50 Tanker Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M50_Tanker_Helmet&lt;br /&gt;
|Title = M50 Tanker Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The M30 tactical helmet has an left eyepiece filter used to filter tactical data. It is issued to &#039;&#039;&#039;[[Pilot_Officer|Pilot Officers]]&#039;&#039;&#039;.&lt;br /&gt;
{{M30 Tactical Helmet Stats}}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
|Icon = M30_Tactical_Helmet&lt;br /&gt;
|Title = M30 Tactical Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavy, reinforced helmet from the B18 series of armor which protects more of the face, as well as enduring some facehugger latches.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = B-18_helmet,_2&lt;br /&gt;
|Title = B18 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An experimental brain-bucket. A dust ruffle hangs from back. Moderately better at deflecting blunt objects at the cost of humiliation. But who will be laughing at the memorial? Not you, you&#039;ll be busy getting medals for your intel work.&lt;br /&gt;
Issued to &#039;&#039;&#039;[[Squad Radio Telephone Operator|Squad Radio Telephone Operators]]&#039;&#039;&#039;.&lt;br /&gt;
{{XM12 Pattern Radio Operator Helmet Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = XM12 Pattern Intel Helmet&lt;br /&gt;
|Title = XM12 Pattern Radio Operator Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A special variant of the M10 Pattern Helmet worn by MARSOC operators. Fitted for quad NODs.&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;MARSOC Operators&#039;&#039;&#039;.&lt;br /&gt;
{{M10 Pattern MARSOC Helmet Stats}} &lt;br /&gt;
|Icon = MARSOC Helmet&lt;br /&gt;
|Title = M10 Pattern MARSOC Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap made from flexible kevlar. Standard issue for most security forms in the place of a helmet. Worn by &#039;&#039;&#039;PMC Standards&#039;&#039;&#039; and &#039;&#039;&#039;PMC Medics&#039;&#039;&#039;&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Cap&lt;br /&gt;
|Title = PMC Tactical Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet worn by &#039;&#039;&#039;PMC Marksmen&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Sniper Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Sniper-Helmet&lt;br /&gt;
|Title = PMC Sniper Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The pinacle of fashion for any aspiring mercenary leader. Designed to protect the head from light impacts. Worn by &#039;&#039;&#039;PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Tactical Cap Stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Beret&lt;br /&gt;
|Title = PMC Beret&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A helmet designed for PMC Smartgunners. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC Gunner Helmet}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = PMC-Gunner-Helmet&lt;br /&gt;
|Title = PMC_Gunner_Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A fully enclosed, armored helmet made to complete the M5X exoskeleton armor.  &lt;br /&gt;
{{M5X Helmet Stats}} &lt;br /&gt;
|Icon = CommandoHelmet&lt;br /&gt;
|Title = M5X Helmet&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the majority of UPP forces, it is a communist alternative for the USCM&#039;s M10 Pattern Marine Helmet.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM4 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UM4Helm&lt;br /&gt;
|Title = UM4 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Medics&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operatives&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UPP-Armored-Cap&lt;br /&gt;
|Title = Armored UPP Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A skirted helmet designed for use with the UM/UH system. Worn by the UPP&#039;s elite &#039;&#039;&#039;Specialist&#039;&#039;&#039; soldiers. Includes a full faceplate and thicker overall armor leading to better protection. A poor man&#039;s B18 helmet.&lt;br /&gt;
This armor is worn by the and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Helmet stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = UH7Helm&lt;br /&gt;
|Title = UH7 Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard UPP head gear for covert operations and low-ranking officers alike. Sells for high prices on the black market due to their rarity. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Squad Leaders&#039;&#039;&#039; and &#039;&#039;&#039;UPP Covert Operative Squad Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{UPP Cap/beret stats}} &lt;br /&gt;
|Icon = UPP Beret&lt;br /&gt;
|Title = UPP Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s cap. More protective than it seems. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;, if they can afford it.&lt;br /&gt;
{{Armoured Freelancer Cap stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = Freelancer-Cap&lt;br /&gt;
|Title = Armored Freelancer Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A sturdy freelancer&#039;s beret. More protective than it seems. For the use of making sure your Freelancers know who&#039;s in charge of the team. That should be you by the way.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenary Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Freelancer Cap stats}} &lt;br /&gt;
|Icon = Freelancer-Beret&lt;br /&gt;
|Title = Freelancer Armored Beret&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A large hood in service with some militias, meant for obscurity on the frontier. Offers some head protection due to the sturdy fibers utilized in production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}}&lt;br /&gt;
 &lt;br /&gt;
|Icon = ArmoredCowl&lt;br /&gt;
|Title = Armored Militia Cowl&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = This metal bucket appears to have been modified with padding and chin-straps, plus an eye-slit carved into the &amp;quot;front&amp;quot;. Presumably, it is intended to be worn on the head, possibly for protection. Uncommonly worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Armoured Cowl stats}} &lt;br /&gt;
|Icon = Bucket Helmet&lt;br /&gt;
|Title = Bucket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Helmets:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective helmet worn by some seriously experienced mercs. &lt;br /&gt;
This helmet is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Helmet&lt;br /&gt;
|Title = Dutch&#039;s Dozen Helmet&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective cap worn by some seriously experienced mercs. Worn by Dutch himself.&lt;br /&gt;
This cap is worn by the [[Dutch&#039;s Mercenary Team#Dutch.27s_Dozens_Roles|&#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{Dutch&#039;s Frozen Helmet stats}}&lt;br /&gt;
|Icon = Dutch-Dozens-Cap&lt;br /&gt;
|Title = Dutch&#039;s Dozen Cap&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = For some reason, seeing this helmet causes you to feel extremely distressed.&lt;br /&gt;
&#039;&#039;Wait a minute, there&#039;s a button on the helmet...&#039;&#039;&lt;br /&gt;
This helmet is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. One helmet is found in &#039;&#039;&#039;Fiorina - Science Annex&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Helmet stats}} &lt;br /&gt;
|Icon = HEFA Helmet&lt;br /&gt;
|Title = HEFA Helmet&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Military Armor=&lt;br /&gt;
A list of multiple different military armor sets which range from commonplace in a combat operation to experimental and rare to see.&amp;lt;br&amp;gt;&lt;br /&gt;
Armor Slowdown: How much the armor slows you down, Lower values mean less slowdown and vice versa.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 76%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; |&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;USCM&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lighter, cut down version of the standard M3 pattern armor. It sacrifices protection for more speed. Protects more against acid.&amp;lt;br&amp;gt;{{M3-L Pattern Light Armor Stats}}&lt;br /&gt;
|Icon = M3_light_armor&lt;br /&gt;
|Title = M3-L Pattern Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Standard Issue Armor used by USCM. Provides modest protection from bullet and melee attacks. It also has a shoulder-mounted directional flashlight for night time combat and a HUD to see their Marine roles. An all rounder in terms of protection with an additional 3 slots in the armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Addendum&#039;&#039;&#039;: &amp;quot;Donator&amp;quot; Armor, while looking unique, is essentially a custom piece of M3 Armor in terms of defense.&lt;br /&gt;
{{M3 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Personal_Armor&lt;br /&gt;
|Title = M3 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description =A heavier version of the standard M3 pattern armor, clad with additional plates. It sacrifices speed for more protection. Protects the user against explosions, bullets and melee more than the two other common types of armor. Additionally holds the user&#039;s guts and intestines in more effectively, lowering the chance of bone breaks and internal bleeding.&lt;br /&gt;
{{M3-H Pattern Heavy Armor Stats}}&lt;br /&gt;
|Icon = M3_heavy_armor&lt;br /&gt;
|Title = M3-H Pattern Heavy Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A lightweight suit of carbon fiber body armor built for quick movement. Slightly better than the average M3 Pattern Personal Armor.&lt;br /&gt;
{{B12 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = B12_Pattern_Personal_Armour&lt;br /&gt;
|Title = B12 Pattern Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom modified set of M3 Armor designed for recon missions. Allows more mobility for the wearer. Must be worn to put on the M68 Thermal Cloak.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Scout_Loadout|Scout Specialist]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-S Light Armor Stats}}&lt;br /&gt;
|Icon = M3-S_light_armor&lt;br /&gt;
|Title = M3-S Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom set of M3 armor designed for users of long ranged explosive weaponry.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Demolitionist_Loadout|Demolitionist Specialist]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-T Light Armor Stats}}&lt;br /&gt;
|Icon = M3-T_Light_Armour&lt;br /&gt;
|Title = M3-T Light Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M45 Pattern Ghillie Armour}}&lt;br /&gt;
|Icon = M3-Sniper-Armor&lt;br /&gt;
|Title = M45 Pattern Ghillie Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = {{M35 Armour Description}}&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Squad Specialist#Pyrotechnician_Loadout|Pyrotechnician Specialist]]&#039;&#039;&#039;.&lt;br /&gt;
{{M35 Armor Stats}}&lt;br /&gt;
|Icon = M35 Armour&lt;br /&gt;
|Title = M35 Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A custom set of M3 armour packed to the brim with padding, plating, and every other form of ballistic protection under the sun. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against alien pounce attempts from the front. This armour is worn by &#039;&#039;&#039;[[Squad Specialist#Heavy_Grenadier_Loadout|Heavy Grenadier Specialists]]&#039;&#039;&#039;&lt;br /&gt;
{{M3-G4 Grenadier Armor Stats}}&lt;br /&gt;
|Icon = M3G4_Grenadier_Armour&lt;br /&gt;
|Title = M3-G4 Grenadier Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Older generation of the M3 Pattern Armor. M2 Armor offers higher protection against melee attacks but less protection against projectile attacks.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}}&lt;br /&gt;
|Icon = M2_Pattern_Personal_Armour&lt;br /&gt;
|Title = M2 Pattern MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M3 Pattern Armor typically distributed to Wardens.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Warden]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}} &lt;br /&gt;
|Icon = M3_Pattern_Warden_Armour&lt;br /&gt;
|Title = M3 Pattern Warden Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M3 Pattern Armor typically distributed to Chief MPs. Useful for letting your men know who is in charge.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Chief MP]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Personal Armor Stats}} &lt;br /&gt;
|Icon = M3_Pattern_Chief_MP_Armour&lt;br /&gt;
|Title = M3 Pattern Chief MP Armor&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavily modified suit of M2 MP Armor used to suppress riots from buckethead marines. Slows you down a lot but can tank a lot of hits.&lt;br /&gt;
* Does not have a shoulder light.&lt;br /&gt;
* Cannot hold items.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;[[Military Police]]&#039;&#039;&#039; in riot situations. Also found in the Marshall&#039;s Office armory of Solaris Ridge and Prison Station.&lt;br /&gt;
{{Riot Armor Stats}}&lt;br /&gt;
|Icon = Riot Armour&lt;br /&gt;
|Title = Riot Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An M56 Combat Harness is specially made for Smartgunners and is required for use of the M56 Smartgun system.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Squad Smartgunner|Squad Smartgunners]]&#039;&#039;&#039;.&lt;br /&gt;
{{M56 Combat Harness Stats}}&lt;br /&gt;
|Icon = M56_Combat_Harness&lt;br /&gt;
|Title = M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well-crafted suit of M2 Pattern Armor typically found in the hands of higher-ranking officers. Useful for letting your men know who is in charge when taking to the field. The &#039;&#039;&#039;[[Commanding Officer]]&#039;&#039;&#039; has a special set in the CIC armory.&lt;br /&gt;
This armor is worn by &#039;&#039;&#039;[[Staff Officer|Staff Officers]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[Executive Officer|Executive Officer]]&#039;&#039;&#039;.&lt;br /&gt;
{{M2 Pattern Officer Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Officer_Armor&lt;br /&gt;
|Title = M2 Pattern Officer Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modified and refashioned suit of M3 Pattern armor designed to be worn by the loader of a USCM vehicle crew. While the suit is a bit more encumbering to wear with the crewman uniform, it offers the loader a degree of protection that would otherwise not be enjoyed.&lt;br /&gt;
This armour is worn by &#039;&#039;&#039;[[Vehicle Crewman| Vehicle Crewmen]]&#039;&#039;&#039;.&lt;br /&gt;
{{M3 Pattern Tanker Armor Stats}}&lt;br /&gt;
|Icon = M3_Pattern_Tanker_Armor&lt;br /&gt;
|Title = M3 Pattern Tanker Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = This Armor has the best personal protection of any armor the Marines can get, as it has a very high damage soak value and two tricordrazine auto-injectors built into the wristguards, accessible with the verb &amp;quot;Create-Injector&amp;quot;. Being much heavier than the other armour types, it&#039;s able to allow the wearer to stand and counter against alien pounce attempts.&lt;br /&gt;
&#039;&#039;&#039;Not available during normal gameplay. Only available during admin events.&#039;&#039;&#039;&lt;br /&gt;
{{B18 Experimental Personal Armor Stats}}&lt;br /&gt;
|Icon = B18_Experimental_Personal_Armour&lt;br /&gt;
|Title = B18 Experimental Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A well tinkered and crafted hybrid of Smart-Gunner mesh and M3 pattern plates. Robust, yet nimble, with room for all your pouches. This armor is worn by &#039;&#039;&#039;[[Squad Radio Telephone Operator|Squad Radio Telephone Operators]]&#039;&#039;&#039;&lt;br /&gt;
{{XM4 Pattern Intel Armor Stats}}&lt;br /&gt;
|Icon = XM4 Pattern Intel Armor&lt;br /&gt;
|Title = XM4 Pattern Radio Operator Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Up until 2189 USCM non-combat personnel were issued non-standardized ballistics vests, though the lack of IMP compatibility and suit lamps proved time and time again inefficient. This modified M3-L shell is the result of a 6 year R&amp;amp;D program; It provides utility, protection, AND comfort to all USCM non-combat personnel. This armor is worn by civilian personnel aboard the ship and is available through the red alert armouries.&lt;br /&gt;
{{M3-VL Pattern Vest Armor Stats}}&lt;br /&gt;
|Icon = M3-VL Pattern Vest Armor&lt;br /&gt;
|Title = M3-VL Pattern Vest Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A heavily customized suit of M3 armor. Used by MARSOC operators.&amp;lt;br&amp;gt;{{MARSOC M3 Pattern Armor Stats}}&lt;br /&gt;
|Icon = MARSOC M3 Pattern Armor&lt;br /&gt;
|Title = MARSOC M3 Pattern Armor&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PMC and Commando&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:150px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. Sniper and Heavy Gunner variants are only issued for their respective kits.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC personnel&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard M3 Pattern armor, worn by high profile security operators and corporate mercenaries. This version is for the &#039;&#039;&#039;PMC Sniper&#039;&#039;&#039; and is necessary for firing the M42C Anti Tank Rifle to handle the recoil effectively.&lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Snipers&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Sniper Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Sniper_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Sniper Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Hooked up with harnesses and straps allowing the user to carry an M56 Smartgun. This one is tailored for the &#039;&#039;&#039;PMC Smartgunners&#039;&#039;&#039;.&lt;br /&gt;
{{PMC M56 Combat Harness Stats}}&lt;br /&gt;
|Icon = PMC_M56_Combat_Harness&lt;br /&gt;
|Title = PMC M56 Combat Harness&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A modification of the standard Armat Systems M3 armor. Designed for high-profile security operators and corporate mercenaries in mind. This particular suit looks like it belongs to a high-ranking officer. &lt;br /&gt;
This armor is worn by most &#039;&#039;&#039;Weyland Yutani PMC Team Leaders&#039;&#039;&#039;.&lt;br /&gt;
{{M4 Pattern PMC Leader Armor Stats}}&lt;br /&gt;
|Icon = M4_Pattern_PMC_Leader_Armour&lt;br /&gt;
|Title = M4 Pattern PMC Leader Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A complex system of overlapping plates intended to render the wearer all but impervious to small arms fire. A passive exoskeleton supports the weight of the armor, allowing a human to carry its massive bulk.&lt;br /&gt;
{{M5X Exoskeleton Armor Stats}}&lt;br /&gt;
|Icon = X-13_Apesuit&lt;br /&gt;
|Title = M5X Exoskeleton Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;UPP&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The UM5 (Union Medium Mk5) is a medium-sized body armor, roughly on par with the venerable M3 Pattern Body Armor of the USCM. Unlike the M3, however, the plate has a heavier neckplate but unfortunately restricts movement slightly more. This has earned many United Americas members to refer UPP soldiers as &#039;tin men&#039;. A stealth modification of the UM5 is only available to selected operatives.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP soldiers&#039;&#039;&#039;.&lt;br /&gt;
{{UM5 Personal Armor Stats}}&lt;br /&gt;
|Icon = UM5_Personal_Armor&lt;br /&gt;
|Title = UM5 Personal Armor&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An extremely heavy duty set of body armor in service with the UPP military, the UH7 (Union Heavy MK7) is known for being a rugged set of armor, capable of taking immense punishment. Although the armor doesn&#039;t protect certain areas, it provides unparalleled protection from the front, which UPP engineers summarized as the most likely target for enemy fire. In order to cut costs, the head shielding in the MK6 has been stripped down a bit in the MK7, but this comes at much more streamlined production.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;UPP Officers&#039;&#039;&#039; and &#039;&#039;&#039;UPP Minigunner&#039;&#039;&#039;.&lt;br /&gt;
{{UH7 Heavy Plated Armor Stats}}&lt;br /&gt;
|Icon = UH7_Heavy_Plated_Armor&lt;br /&gt;
|Title = UH7 Heavy Plated Armor&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Freelancer&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = An armored protective chest plate scrapped together from various armor plates. It keeps up remarkably well, as the craftsmanship is solid, and the design mirrors such armors in the UPP and the USCM. The many skilled craftsmen in the freelancer&#039;s ranks produce these vests at about one a month.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039;.&lt;br /&gt;
{{Freelancer Cuirass Stats}}&lt;br /&gt;
|Icon = Cuirass&lt;br /&gt;
|Title = Freelancer Cuirass&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CLF and Civilian&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Hauberk Stats}}&lt;br /&gt;
|Icon = Hauberk&lt;br /&gt;
|Title = Colonial Militia Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This even lighter variant has some of the arm pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Partial Hauberk Stats}}&lt;br /&gt;
|Icon = CLF Partial Haurberk&lt;br /&gt;
|Title = Colonial Militia Partial Hauberk&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant has some of the chest pieces removed.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Brace Stats}}&lt;br /&gt;
|Icon = CLF Brace&lt;br /&gt;
|Title = Colonial Militia Brace&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = The hauberk of a colonist militia member, created from boiled leather and some modern armored plates. While not the most powerful form of armor, and primitive compared to most modern suits of armor, it gives the wearer almost perfect mobility, which suits the needs of the local colonists. It is also quick to don, easy to hide, and cheap to produce in large workshops. This extremely light variant protects only the chest and abdomen.&lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Colonial Militia Vest Stats}}&lt;br /&gt;
|Icon = CLF Vest&lt;br /&gt;
|Title = Colonial Militia Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Vest built to withstand attacks around ones chest from high-velocity solid objects. Can be found in red alert armories across the ship, as well as in lockers of armories of all maps. Also worn occasionally by the &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;.&lt;br /&gt;
{{Bulletproof Vest Stats}}&lt;br /&gt;
|Icon = Bulletproof_vest&lt;br /&gt;
|Title = Bulletproof Vest&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special/Miscellaneous &amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9; width:130px;&amp;quot;|&#039;&#039;&#039;Armor:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A protective vest worn by some seriously experienced mercs.&lt;br /&gt;
This armor is worn by the [[Dutch%27s_Mercenary_Team#Dutch.27s_Dozens_Roles| &#039;&#039;&#039;Dutches Dozen&#039;s Mercenaries&#039;&#039;&#039;]]. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;&lt;br /&gt;
{{D2 Armored Vest Stats}}&lt;br /&gt;
|Icon = D2_armored_vest&lt;br /&gt;
|Title = D2 Armored Vest&lt;br /&gt;
}}&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = A thick piece of armor adorning a HEFA. Usually seen on a HEFA knight. &lt;br /&gt;
This armor is worn by the &#039;&#039;&#039;HEFA Knights&#039;&#039;&#039;. And thus, &#039;&#039;&#039;this is only available through admin events&#039;&#039;&#039;.&lt;br /&gt;
{{HEFA Knight Armor Stats}}&lt;br /&gt;
|Icon = HEFA Knight Armor&lt;br /&gt;
|Title = HEFA Knight Armor&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|- &lt;br /&gt;
{{TabsItem&lt;br /&gt;
|Description = Generic description goes here. This will extend the box so there&#039;s no need for extra spaces.&lt;br /&gt;
|Icon = Image Goes Here (No need for .png at the end)&lt;br /&gt;
|Title = Title Goes Here&lt;br /&gt;
}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Attachments]]&lt;/div&gt;</summary>
		<author><name>Frankwater0522</name></author>
	</entry>
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